2008-01-27 11:25:03 +00:00
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// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// DOOM selection menu, options, episode etc.
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// Sliders and icons. Kinda widget stuff.
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//
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//-----------------------------------------------------------------------------
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// HEADER FILES ------------------------------------------------------------
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#include <ctype.h>
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#include <fcntl.h>
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#include <stdlib.h>
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#include <zlib.h>
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#if defined(_WIN32)
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#include <io.h>
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#else
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#include <unistd.h>
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#include <sys/types.h>
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#include <sys/stat.h>
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#endif
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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 "d_main.h"
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#include "i_system.h"
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#include "i_video.h"
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#include "v_video.h"
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#include "w_wad.h"
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#include "r_local.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 "m_random.h"
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#include "s_sound.h"
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#include "doomstat.h"
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#include "m_menu.h"
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#include "v_text.h"
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#include "st_stuff.h"
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#include "d_gui.h"
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#include "version.h"
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#include "m_png.h"
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#include "templates.h"
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#include "lists.h"
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#include "gi.h"
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#include "p_tick.h"
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#include "st_start.h"
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#include "teaminfo.h"
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#include "r_translate.h"
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// MACROS ------------------------------------------------------------------
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#define SKULLXOFF -32
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#define SELECTOR_XOFFSET (-28)
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#define SELECTOR_YOFFSET (-1)
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// TYPES -------------------------------------------------------------------
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struct FSaveGameNode : public Node
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{
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char Title[SAVESTRINGSIZE];
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FString Filename;
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bool bOldVersion;
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bool bMissingWads;
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};
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struct FBackdropTexture : public FTexture
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{
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public:
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FBackdropTexture();
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const BYTE *GetColumn(unsigned int column, const Span **spans_out);
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const BYTE *GetPixels();
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void Unload();
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bool CheckModified();
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protected:
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BYTE Pixels[144*160];
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static const Span DummySpan[2];
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int LastRenderTic;
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angle_t time1, time2, time3, time4;
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angle_t t1ang, t2ang, z1ang, z2ang;
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void Render();
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};
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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void M_DrawSlider (int x, int y, float min, float max, float cur);
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void R_GetPlayerTranslation (int color, FPlayerSkin *skin, FRemapTable *table);
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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int M_StringHeight (const char *string);
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void M_ClearMenus ();
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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static void M_NewGame (int choice);
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static void M_Episode (int choice);
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static void M_ChooseSkill (int choice);
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static void M_LoadGame (int choice);
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static void M_SaveGame (int choice);
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static void M_Options (int choice);
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static void M_EndGame (int choice);
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static void M_ReadThis (int choice);
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static void M_ReadThisMore (int choice);
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2008-01-27 15:34:47 +00:00
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static void M_QuitGame (int choice);
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2008-01-27 11:25:03 +00:00
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static void M_GameFiles (int choice);
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static void M_ClearSaveStuff ();
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static void SCClass (int choice);
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static void M_ChooseClass (int choice);
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static void M_FinishReadThis (int choice);
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static void M_QuickSave ();
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static void M_QuickLoad ();
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static void M_LoadSelect (const FSaveGameNode *file);
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static void M_SaveSelect (const FSaveGameNode *file);
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static void M_ReadSaveStrings ();
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static void M_UnloadSaveStrings ();
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static FSaveGameNode *M_RemoveSaveSlot (FSaveGameNode *file);
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static void M_ExtractSaveData (const FSaveGameNode *file);
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static void M_UnloadSaveData ();
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static void M_InsertSaveNode (FSaveGameNode *node);
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static bool M_SaveLoadResponder (event_t *ev);
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static void M_DeleteSaveResponse (int choice);
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static void M_DrawMainMenu ();
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static void M_DrawReadThis ();
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static void M_DrawNewGame ();
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static void M_DrawEpisode ();
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static void M_DrawLoad ();
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static void M_DrawSave ();
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static void DrawClassMenu ();
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static void DrawHexenSkillMenu ();
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static void M_DrawClassMenu ();
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static void M_DrawHereticMainMenu ();
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static void M_DrawFiles ();
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void M_DrawFrame (int x, int y, int width, int height);
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static void M_DrawSaveLoadBorder (int x,int y, int len);
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static void M_DrawSaveLoadCommon ();
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static void M_SetupNextMenu (oldmenu_t *menudef);
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static void M_StartMessage (const char *string, void(*routine)(int), bool input);
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// [RH] For player setup menu.
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void M_PlayerSetup ();
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static void M_PlayerSetupTicker ();
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static void M_PlayerSetupDrawer ();
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static void M_EditPlayerName (int choice);
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static void M_ChangePlayerTeam (int choice);
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static void M_PlayerNameChanged (FSaveGameNode *dummy);
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static void M_PlayerNameNotChanged ();
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static void M_SlidePlayerRed (int choice);
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static void M_SlidePlayerGreen (int choice);
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static void M_SlidePlayerBlue (int choice);
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static void M_ChangeClass (int choice);
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static void M_ChangeGender (int choice);
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static void M_ChangeSkin (int choice);
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static void M_ChangeAutoAim (int choice);
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static void PickPlayerClass ();
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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EXTERN_CVAR (String, playerclass)
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EXTERN_CVAR (String, name)
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EXTERN_CVAR (Int, team)
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extern bool sendpause;
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extern int flagsvar;
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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EMenuState menuactive;
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menustack_t MenuStack[16];
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int MenuStackDepth;
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int skullAnimCounter; // skull animation counter
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bool drawSkull; // [RH] don't always draw skull
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bool M_DemoNoPlay;
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bool OptionsActive;
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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static char tempstring[80];
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static char underscore[2];
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static FSaveGameNode *quickSaveSlot; // NULL = no quicksave slot picked!
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static FSaveGameNode *lastSaveSlot; // Used for highlighting the most recently used slot in the menu
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static int messageToPrint; // 1 = message to be printed
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static const char *messageString; // ...and here is the message string!
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static EMenuState messageLastMenuActive;
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static bool messageNeedsInput; // timed message = no input from user
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static void (*messageRoutine)(int response);
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static int showSharewareMessage;
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static int genStringEnter; // we are going to be entering a savegame string
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static size_t genStringLen; // [RH] Max # of chars that can be entered
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static void (*genStringEnd)(FSaveGameNode *);
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static void (*genStringCancel)();
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static int saveSlot; // which slot to save in
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static size_t saveCharIndex; // which char we're editing
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static int LINEHEIGHT;
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static char savegamestring[SAVESTRINGSIZE];
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static FString EndString;
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static short itemOn; // menu item skull is on
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static short whichSkull; // which skull to draw
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static int MenuTime;
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static int InfoType;
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static int InfoTic;
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static const char skullName[2][9] = {"M_SKULL1", "M_SKULL2"}; // graphic name of skulls
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static const char cursName[8][8] = // graphic names of Strife menu selector
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{
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"M_CURS1", "M_CURS2", "M_CURS3", "M_CURS4", "M_CURS5", "M_CURS6", "M_CURS7", "M_CURS8"
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};
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static oldmenu_t *currentMenu; // current menudef
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static oldmenu_t *TopLevelMenu; // The main menu everything hangs off of
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static FBackdropTexture *FireTexture;
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static FRemapTable FireRemap(256);
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static const char *genders[3] = { "male", "female", "other" };
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static FPlayerClass *PlayerClass;
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static int PlayerSkin;
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static FState *PlayerState;
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static int PlayerTics;
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static int PlayerRotation;
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static FTexture *SavePic;
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static FBrokenLines *SaveComment;
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static List SaveGames;
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static FSaveGameNode *TopSaveGame;
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static FSaveGameNode *SelSaveGame;
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static FSaveGameNode NewSaveNode;
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static int epi; // Selected episode
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// PRIVATE MENU DEFINITIONS ------------------------------------------------
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//
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// DOOM MENU
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//
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static oldmenuitem_t MainMenu[]=
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{
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{1,0,'n',"M_NGAME",M_NewGame, CR_UNTRANSLATED},
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{1,0,'l',"M_LOADG",M_LoadGame, CR_UNTRANSLATED},
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{1,0,'s',"M_SAVEG",M_SaveGame, CR_UNTRANSLATED},
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{1,0,'o',"M_OPTION",M_Options, CR_UNTRANSLATED}, // [RH] Moved
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{1,0,'r',"M_RDTHIS",M_ReadThis, CR_UNTRANSLATED}, // Another hickup with Special edition.
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{1,0,'q',"M_QUITG",M_QuitGame, CR_UNTRANSLATED}
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2008-01-27 11:25:03 +00:00
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};
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static oldmenu_t MainDef =
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{
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countof(MainMenu),
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MainMenu,
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M_DrawMainMenu,
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97,64,
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0
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};
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//
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// HERETIC MENU
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//
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static oldmenuitem_t HereticMainMenu[] =
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{
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2008-02-20 16:51:40 +00:00
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{1,1,'n',"$MNU_NEWGAME",M_NewGame, CR_UNTRANSLATED},
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{1,1,'o',"$MNU_OPTIONS",M_Options, CR_UNTRANSLATED},
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{1,1,'f',"$MNU_GAMEFILES",M_GameFiles, CR_UNTRANSLATED},
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{1,1,'i',"$MNU_INFO",M_ReadThis, CR_UNTRANSLATED},
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{1,1,'q',"$MNU_QUITGAME",M_QuitGame, CR_UNTRANSLATED}
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2008-01-27 11:25:03 +00:00
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};
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static oldmenu_t HereticMainDef =
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{
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countof(HereticMainMenu),
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HereticMainMenu,
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M_DrawHereticMainMenu,
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110, 56,
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0
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};
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//
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// HEXEN "NEW GAME" MENU
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//
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static oldmenuitem_t ClassItems[] =
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{
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2008-02-20 16:51:40 +00:00
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{ 1,1, 'f', "$MNU_FIGHTER", SCClass, CR_UNTRANSLATED },
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{ 1,1, 'c', "$MNU_CLERIC", SCClass, CR_UNTRANSLATED },
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{ 1,1, 'm', "$MNU_MAGE", SCClass, CR_UNTRANSLATED },
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{ 1,1, 'r', "$MNU_RANDOM", SCClass, CR_UNTRANSLATED } // [RH]
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2008-01-27 11:25:03 +00:00
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};
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static oldmenu_t ClassMenu =
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{
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4, ClassItems,
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DrawClassMenu,
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66, 58,
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0
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};
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//
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// [GRB] CLASS SELECT
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//
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oldmenuitem_t ClassMenuItems[8] =
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{
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{1,1,0, NULL, M_ChooseClass, CR_UNTRANSLATED },
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{1,1,0, NULL, M_ChooseClass, CR_UNTRANSLATED },
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{1,1,0, NULL, M_ChooseClass, CR_UNTRANSLATED },
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{1,1,0, NULL, M_ChooseClass, CR_UNTRANSLATED },
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{1,1,0, NULL, M_ChooseClass, CR_UNTRANSLATED },
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{1,1,0, NULL, M_ChooseClass, CR_UNTRANSLATED },
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{1,1,0, NULL, M_ChooseClass, CR_UNTRANSLATED },
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{1,1,0, NULL, M_ChooseClass, CR_UNTRANSLATED },
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};
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oldmenu_t ClassMenuDef =
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{
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0,
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ClassMenuItems,
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M_DrawClassMenu,
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48,63,
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0
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};
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//
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// EPISODE SELECT
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//
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oldmenuitem_t EpisodeMenu[MAX_EPISODES] =
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{
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{1,0,0, NULL, M_Episode, CR_UNTRANSLATED},
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{1,0,0, NULL, M_Episode, CR_UNTRANSLATED},
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{1,0,0, NULL, M_Episode, CR_UNTRANSLATED},
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{1,0,0, NULL, M_Episode, CR_UNTRANSLATED},
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{1,0,0, NULL, M_Episode, CR_UNTRANSLATED},
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{1,0,0, NULL, M_Episode, CR_UNTRANSLATED},
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|
{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[] =
|
|
|
|
{
|
2008-02-20 16:51:40 +00:00
|
|
|
{1,1,'l',"$MNU_LOADGAME",M_LoadGame, CR_UNTRANSLATED},
|
|
|
|
{1,1,'s',"$MNU_SAVEGAME",M_SaveGame, CR_UNTRANSLATED}
|
2008-01-27 11:25:03 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
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);
|
2008-07-06 17:32:31 +00:00
|
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "menu/activate", 1, ATTN_NONE);
|
2008-01-27 11:25:03 +00:00
|
|
|
M_QuickSave();
|
|
|
|
}
|
|
|
|
|
|
|
|
CCMD (quickload)
|
|
|
|
{ // F9
|
|
|
|
//M_StartControlPanel (true);
|
2008-07-06 17:32:31 +00:00
|
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "menu/activate", 1, ATTN_NONE);
|
2008-01-27 11:25:03 +00:00
|
|
|
M_QuickLoad();
|
|
|
|
}
|
|
|
|
|
|
|
|
CCMD (menu_endgame)
|
|
|
|
{ // F7
|
|
|
|
//M_StartControlPanel (true);
|
2008-07-06 17:32:31 +00:00
|
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "menu/activate", 1, ATTN_NONE);
|
2008-01-27 11:25:03 +00:00
|
|
|
M_EndGame(0);
|
|
|
|
}
|
|
|
|
|
|
|
|
CCMD (menu_quit)
|
|
|
|
{ // F10
|
|
|
|
//M_StartControlPanel (true);
|
2008-07-06 17:32:31 +00:00
|
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "menu/activate", 1, ATTN_NONE);
|
2008-01-27 15:34:47 +00:00
|
|
|
M_QuitGame(0);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
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,
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
(SCREENWIDTH - title->GetScaledWidth()*CleanXfac)/2, 20*CleanYfac,
|
2008-01-27 11:25:03 +00:00
|
|
|
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
|
Update to ZDoom r1017:
- Fixed: MAPINFO's 'lookup' option should only work for actual strings but
not for lump and file names.
- Added a few 'activator == NULL' checks to some ACS functions.
- Added line and vertex lists to polyobjects so that I can do some
changes that won't work with only a seg list being maintained.
(SBarInfo update #23)
- Fixed: Drawing the amount of an inventory item in the player's inventory did
not work
- Added: PowerupTime to drawnumber and drawbar. You must specify a
powerupgiver. Although drawnumber goes in seconds the powerup has left
drawbar will use ticks for extra accuracy.
- I have increased cross-port compatibility with Skulltag. If an unknown
game mode is provided for sbarinfo's gamemode command it will ignore it and
continue.
- Added an option to consider intermission screens gameplay for purposes of
capturing the mouse.
- Changed: Telefragging should not thrust the victim if it isn't in precisely the
same position as the killer.
- fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned
object's position.
- Fixed: Ouch state was far to easy to achieve.
- Made all the basic texture classes local to their implementation.
They are not needed anywhere else.
- Changed the HackHack hack for corrupt 256 pixel high textures that
FMultiPatchTexture only calls a virtual function instead of doing any
type checks of the patch itself.
- Cleaned up the constant definitions in doomdata.h.
- Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp
because they are used only in this one file.
- Removed some more typedefs from r_defs.h and doomdata.h
- Moved local polyobject data definitions from p_local.h to po_man.cpp.
- Renamed player_s to player_t globally to get rid of the duplicate names
for this class.
- Added coordinate range checking to DCanvas::ParseDrawTextureTags() to avoid
potential crashes in the situation that con_scaletext is 2 and somebody
uses a hud message as if a hud size was specified, but forgot to actually
set the hud size.
- Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar
into a single place.
- Fixed: Setting an invalid mug shot state crashed the game.
- Fixed my attempts to be clever with strings yesterday.
- If an actor's current target temporarily goes unshootable, its threshold
is now reset to 0, so it will more readily switch back to it.
- Fixed: Deactivating the game no longer allows reverb effects to continue
playing while the sound is paused.
- Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of
Flags.
- Fixed: DSBarInfo::updateState() and DDoomStatusBar::UpdateState() sprung
leaks and didn't allocate enough space for the fullStateName string.
- Disabled DUMB's mono destination mixers. It's not like I'm ever going to
target an original SoundBlaster, so they're a waste of space to have around.
This trims resample.obj down to ~60k now.
- Fixed: PrtScn/SysRq key did not work on Linux.
- Added an alternate module replay engine that uses foo_dumb's replayer, a
heavily customized version of DUMB (Dynamic Universal Music Bibliotheque).
It has been slightly modified by me:
* Added support for Ogg Vorbis-compressed samples in XM files ala FMOD.
* Removed excessive mallocs from the replay core.
* Rerolled the loops in resample.c. Unrolling them made the object file
~250k large while providing little benefit. Even at ~100k, I think it's
still larger than it ought to be, but I'll live with it for now.
Other than that, it's essentially the same thing you'd hear in foobar2000,
minus some subsong detection features. Release builds of the library look
like they might even be slightly faster than FMOD, which is a plus.
- Fixed: Timidity::font_add() did not release the file reader it created.
- Fixed: The SF2 loader did not free the sample headers in its destructor.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@113 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-03 21:48:49 +00:00
|
|
|
SavePic = PNGTexture_CreateFromFile(png, node->Filename);
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
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 *p;
|
|
|
|
const gameborder_t *border = gameinfo.border;
|
|
|
|
int offset = border->offset;
|
|
|
|
int right = left + width;
|
|
|
|
int bottom = top + height;
|
|
|
|
|
|
|
|
// Draw top and bottom sides.
|
|
|
|
p = TexMan[border->t];
|
|
|
|
screen->FlatFill(left, top - p->GetHeight(), right, top, p, true);
|
|
|
|
p = TexMan[border->b];
|
|
|
|
screen->FlatFill(left, bottom, right, bottom + p->GetHeight(), p, true);
|
|
|
|
|
|
|
|
// Draw left and right sides.
|
|
|
|
p = TexMan[border->l];
|
|
|
|
screen->FlatFill(left - p->GetWidth(), top, left, bottom, p, true);
|
|
|
|
p = TexMan[border->r];
|
|
|
|
screen->FlatFill(right, top, right + p->GetWidth(), bottom, p, true);
|
|
|
|
|
|
|
|
// 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,
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
(SCREENWIDTH-title->GetScaledWidth()*CleanXfac)/2, 20*CleanYfac,
|
2008-01-27 11:25:03 +00:00
|
|
|
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);
|
2008-07-06 17:32:31 +00:00
|
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "menu/dismiss", 1, ATTN_NONE);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void M_QuickSave ()
|
|
|
|
{
|
|
|
|
if (!usergame || (players[consoleplayer].health <= 0 && !multiplayer))
|
|
|
|
{
|
2008-07-06 17:32:31 +00:00
|
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "menu/invalid", 1, ATTN_NONE);
|
2008-01-27 11:25:03 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (gamestate != GS_LEVEL)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (quickSaveSlot == NULL)
|
|
|
|
{
|
|
|
|
M_StartControlPanel(false);
|
|
|
|
M_SaveGame (0);
|
|
|
|
return;
|
|
|
|
}
|
Update to ZDoom r1083. Not fully tested yet!
- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code.
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
|
|
|
mysnprintf (tempstring, countof(tempstring), GStrings("QSPROMPT"), quickSaveSlot->Title);
|
2008-01-27 11:25:03 +00:00
|
|
|
strcpy (savegamestring, quickSaveSlot->Title);
|
|
|
|
M_StartMessage (tempstring, M_QuickSaveResponse, true);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
// M_QuickLoad
|
|
|
|
//
|
|
|
|
void M_QuickLoadResponse (int ch)
|
|
|
|
{
|
|
|
|
if (ch == 'y')
|
|
|
|
{
|
|
|
|
M_LoadSelect (quickSaveSlot);
|
2008-07-06 17:32:31 +00:00
|
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "menu/dismiss", 1, ATTN_NONE);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
Update to ZDoom r1083. Not fully tested yet!
- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code.
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
|
|
|
mysnprintf (tempstring, countof(tempstring), GStrings("QLPROMPT"), quickSaveSlot->Title);
|
2008-01-27 11:25:03 +00:00
|
|
|
M_StartMessage (tempstring, M_QuickLoadResponse, true);
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// Read This Menus
|
|
|
|
//
|
|
|
|
void M_DrawReadThis ()
|
|
|
|
{
|
- Fixed: The players were not added to FS's list of spawned things.
- Update to ZDoom r882
- Added the option to use $ as a prefix to a string table name everywhere in
MAPINFO where 'lookup' could be specified so that there is one consistent
way to do it.
- Externalized all default episode definitions. Added an 'optional' keyword
to handle M4 and 5 in Doom and Heretic.
- Added P_CheckMapData function and replaced all calls to P_OpenMapData that
only checked for a map's presence with it.
- Added Martin Howe's player statusbar face submission.
- Added an 'adddefaultmap' option for MAPINFO. This is the same as 'defaultmap'
but keeps all existing information in the default and just adds to it. This
is needed because Hexen and Strife set some information in their base
MAPINFO and using 'defaultmap' in a PWAD would override that.
- Fixed: Using MAPINFO's f1 option could cause memory leaks.
- Added option to load lumps by full name to several places:
* Finale texts loaded from a text lump
* Demos
* Local SNDINFOs
* Local SNDSEQs
* Image names in FONTDEFS
* intermission script names
- Changed the STCFN121 handling. The character is not an 'I' but a '|' so
instead of discarding it it should be inserted at position 124.
- Renamed indexfont.fon to indexfont so that I could remove a special case
from V_GetFont that was just added for this one font.
- Added a 'dumpspawnedthings' CVAR that enables a listing of all things in
the map and the actor type they spawned.
SBarInfo Update #16
- Added: fillzeros flag for drawnumber. When set the string will always have
a length of the specified size and zeros will fill in for the missing places.
If the number is negative the negative sign will take the place of the last
digit.
- Added: globalarray type to drawnumber which will display the value in a
global array with the index set to the player's number. Untested.
- Added: isselected command to SBarInfo.
- Fixed: Bi and Tri colored numbers didn't work.
- Fixed: Crash when using nullimage as the last image in drawswitchableimage.
- Applied Graf suggestion to include the y coord when calulating heights to fix
most of the gaps caused by round off errors. At least for now anyways and it
is only applied for drawimage.
- SBarInfo inventory bars have been converted to use screen->DrawTexture()
- Increased limit for demon/melee to 4.
- Fixed: P_CheckSwitchRange accessed invalid memory when testing a one-sided
line.
- Fixed: P_SpawnPuff assumed that all melee attacks have the same range
(MELEERANGE) and didn't set the puff to its melee state if the range
was different. Even worse, it checked a global variable for this so
the behavior was undefined when P_SpawnPuff was called from anywhere
else but P_LineAttack. To reduce the amount of parameters I combined
this information with the hitthing and temporary parameters into one
flags parameter. Also changed P_LineAttack so that it gets passed
an additional parameter that specifies whether the attack is a melee
attack or not and set this to true in all calls that are to be considered
melee attacks. I couldn't use the damage type because A_CustomPunch
and A_CustomMeleeAttack allow passing any damage type they want.
- Added a sprite option as an alternative of particles for FX_ROCKET
and FX_GRENADE.
- Fixed: The minimum parameter count for ACS_Execute and ACS_ExecuteAlways for
DECORATE was wrong (2 instead of 1.)
- Changed: Hexen set every cluster to be a hub if it hadn't been defined before
a level using this cluster. Now it will only do that if HexenHack is true,
i.e. when original Hexen format MAPINFOs are parsed. For ZDoom format
MAPINFOs it will now be the same as for the other games which means that
'hub' has to be declared explicitly.
- Added an Idle state that is entered in place of the spawn state if a monster
has to return to its inactive state if it can't find any more targets.
- Added MF5_NOINTERACTION flag which completely disables all physics related
code for any actor with this flag. Mostly useful for particle effects where
the actors just move a certain distance and then disappear.
- Removed the last remains of the antialias precalculation code from
am_map.cpp because it was no longer used.
- Fixed: Two-sided lines bordering a secret sector were not drawn in the
proper color
- Fixed: The automap didn't check ACS_LockedExecuteDoor for its lock color.
- Switched sounds local to the listener from head-relative 3D sounds to 2D
sounds so stereo sounds have full separation. I tried using set3DSpread,
but that still caused some blending of the channels.
- Changed FScanner so that opening a lump gives the complete wad+lump name
rather than a generic one, so identifying errors among files that all have
the same lump name no longer involves any degree of guesswork in
determining exactly which file the error occurred in.
- Added a check to S_ParseSndSeq() for SNDSEQ lumps with unterminated final
sequences.
- Fixed: Parts of s_sndseq.cpp that scan the Sequences array need NULL
pointer checks, in case an improper sequence was encountered during
parsing but not early enough to avoid creating a slot for it in the array.
- Added support for dumping from RAW/DRO/IMF files, so now anything that
can be played as OPL can also be dumped.
- Removed the opl_enable cvar, since OPL playback is now selectable as just
another MIDI device.
- Added support for DRO playback and dual-chip RAW playback.
- Removed MUS support from OPLMUSSong, since using the OPLMIDIDevice with
MUSSong2 works just as well. There are still lots of leftover bits in
the class that should probably be removed at some point, too.
- Added dual-chip dumping support for the RAW format.
- Added DosBox Raw OPL (.DRO) dumping support. For whatever reason,
in_adlib calculates the song length for this format wrong, even though
the exact length is stored right in the header. (But in_adlib seems buggy
in general; too bad it's the only Windows version of Adplug that seems to
exist.)
- Rewrote the OPL dumper to work with MIDI as well as MUS.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@86 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-05 13:28:48 +00:00
|
|
|
FTexture *tex = NULL, *prevpic = NULL;
|
2008-01-27 11:25:03 +00:00
|
|
|
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
|
|
|
|
{
|
|
|
|
// Did the mapper choose a custom help page via MAPINFO?
|
- Fixed: Fog for flooding floor textures into gaps created by missing wall textures
didn't work since a parameter changes necessitated by ZDoom's render style 'enhancement'.
Update to ZDoom r940:
SBarInfo Update #18:
- Simplified the DrawGraphic function in sbarinfo_display.cpp
- Added xOffset, yOffset, and alpha to every drawing function in
sbarinfo_display.cpp. So Strife popups can be handeled better and allow for
other effects (translucent bars?). I'm thinking about making a struct for
these five (also x and y) arguments so that the argument lists don't become a
mess.
- Changed DRAWIMAGE in sbarinfo_display.cpp to not use so many calls to
DrawGraphic.
- DrawKeyBar wasn't using screen->DrawTexture.
- Added a Fade transition for popups. It takes two args fade in rate and fade
out rate. Both are floats (1.0 = 1 tic to complete 0.5 = 2 tics to complete
and so on).
- Added a translucency arg to statusbars. 1.0 = opaque and 0.0 = invisible.
- Fixed: When an instrument's envelope runs out, it does not immediately ramp
to zero. Rather, it lets the remainder of the sample finish playing.
- Fixed: When playing a MIDI file with EMIDI track designations to turn a
track off, any ticks that had only events on the disabled track would cause
the delay for that track to be thrown away, and the following notes on
enabled tracks would play too soon. This could be heard quite clearly in
xplasma.mid, where track 4 (FMGlass Drone 1) would interfere with the timing
of tracks 13 and 14 (EP1 Melody and EP1 Echo).
- Fixed: DFlashFader did some operations in its destructor that had to be moved
to its Destroy method.
- Fixed: Dropped weapons from dying players should not double ammo.
- Fixed: When note_on() is called and another copy of the same note is
already playing on the channel, it should stop it with finish_note(), not
kill_note(). This can be clearly heard in the final cymbal crashes of
D_DM2TTL where TiMidity cuts them off because the final cymbals are played
with a velocity of 1 before the preceding cymbals have finished. (I wonder
if I should be setting the self_nonexclusive flag for GUS patches to
disable even this behavior, though, since gf1note.c doesn't turn off
duplicate notes.)
- Changed envelope handling to hopefully match the GUS player's. The most
egregious mistake TiMidity makes is to treat bit 6 as an envelope enable
bit. This is not what it does; every sample has an envelope. Rather, this
is a "no sampled release" flag. Also, despite fiddling with the
PATCH_SUSTAIN flag during instrument loading, TiMidity never actually
used it. Nor did it do anything at all with the PATCH_FAST_REL flag.
- Fixed: wbstartstruct's lump name fields were only 8 characters long
and not properly zero-terminated when all 8 characters were used.
- Fixed: Local sound sequence definitions caused a crash because a proper
NULL check was missing.
- Added translucent blending modes to FMultipatchTexture (not tested yet!)
- Also changed all true color texture creation functions to use proper alpha
values instead of inverted ones.
- Changed FRemapTable so that all palette entries must contain proper alpha
values.
- Fixed: The F1 screen check in m_menu.cpp was missing a NULL pointer check.
- Changed: The boss brain's explosions play weapons/rocklx which is an
unlimited sound. This can become extremely loud. Replaced with a new
sound which is just an alias to weapons/rocklx but has a limit of 4.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@98 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-25 10:00:54 +00:00
|
|
|
if ((level.info != NULL) && level.info->f1[0] != 0)
|
2008-01-27 15:34:47 +00:00
|
|
|
{
|
- Fixed: The players were not added to FS's list of spawned things.
- Update to ZDoom r882
- Added the option to use $ as a prefix to a string table name everywhere in
MAPINFO where 'lookup' could be specified so that there is one consistent
way to do it.
- Externalized all default episode definitions. Added an 'optional' keyword
to handle M4 and 5 in Doom and Heretic.
- Added P_CheckMapData function and replaced all calls to P_OpenMapData that
only checked for a map's presence with it.
- Added Martin Howe's player statusbar face submission.
- Added an 'adddefaultmap' option for MAPINFO. This is the same as 'defaultmap'
but keeps all existing information in the default and just adds to it. This
is needed because Hexen and Strife set some information in their base
MAPINFO and using 'defaultmap' in a PWAD would override that.
- Fixed: Using MAPINFO's f1 option could cause memory leaks.
- Added option to load lumps by full name to several places:
* Finale texts loaded from a text lump
* Demos
* Local SNDINFOs
* Local SNDSEQs
* Image names in FONTDEFS
* intermission script names
- Changed the STCFN121 handling. The character is not an 'I' but a '|' so
instead of discarding it it should be inserted at position 124.
- Renamed indexfont.fon to indexfont so that I could remove a special case
from V_GetFont that was just added for this one font.
- Added a 'dumpspawnedthings' CVAR that enables a listing of all things in
the map and the actor type they spawned.
SBarInfo Update #16
- Added: fillzeros flag for drawnumber. When set the string will always have
a length of the specified size and zeros will fill in for the missing places.
If the number is negative the negative sign will take the place of the last
digit.
- Added: globalarray type to drawnumber which will display the value in a
global array with the index set to the player's number. Untested.
- Added: isselected command to SBarInfo.
- Fixed: Bi and Tri colored numbers didn't work.
- Fixed: Crash when using nullimage as the last image in drawswitchableimage.
- Applied Graf suggestion to include the y coord when calulating heights to fix
most of the gaps caused by round off errors. At least for now anyways and it
is only applied for drawimage.
- SBarInfo inventory bars have been converted to use screen->DrawTexture()
- Increased limit for demon/melee to 4.
- Fixed: P_CheckSwitchRange accessed invalid memory when testing a one-sided
line.
- Fixed: P_SpawnPuff assumed that all melee attacks have the same range
(MELEERANGE) and didn't set the puff to its melee state if the range
was different. Even worse, it checked a global variable for this so
the behavior was undefined when P_SpawnPuff was called from anywhere
else but P_LineAttack. To reduce the amount of parameters I combined
this information with the hitthing and temporary parameters into one
flags parameter. Also changed P_LineAttack so that it gets passed
an additional parameter that specifies whether the attack is a melee
attack or not and set this to true in all calls that are to be considered
melee attacks. I couldn't use the damage type because A_CustomPunch
and A_CustomMeleeAttack allow passing any damage type they want.
- Added a sprite option as an alternative of particles for FX_ROCKET
and FX_GRENADE.
- Fixed: The minimum parameter count for ACS_Execute and ACS_ExecuteAlways for
DECORATE was wrong (2 instead of 1.)
- Changed: Hexen set every cluster to be a hub if it hadn't been defined before
a level using this cluster. Now it will only do that if HexenHack is true,
i.e. when original Hexen format MAPINFOs are parsed. For ZDoom format
MAPINFOs it will now be the same as for the other games which means that
'hub' has to be declared explicitly.
- Added an Idle state that is entered in place of the spawn state if a monster
has to return to its inactive state if it can't find any more targets.
- Added MF5_NOINTERACTION flag which completely disables all physics related
code for any actor with this flag. Mostly useful for particle effects where
the actors just move a certain distance and then disappear.
- Removed the last remains of the antialias precalculation code from
am_map.cpp because it was no longer used.
- Fixed: Two-sided lines bordering a secret sector were not drawn in the
proper color
- Fixed: The automap didn't check ACS_LockedExecuteDoor for its lock color.
- Switched sounds local to the listener from head-relative 3D sounds to 2D
sounds so stereo sounds have full separation. I tried using set3DSpread,
but that still caused some blending of the channels.
- Changed FScanner so that opening a lump gives the complete wad+lump name
rather than a generic one, so identifying errors among files that all have
the same lump name no longer involves any degree of guesswork in
determining exactly which file the error occurred in.
- Added a check to S_ParseSndSeq() for SNDSEQ lumps with unterminated final
sequences.
- Fixed: Parts of s_sndseq.cpp that scan the Sequences array need NULL
pointer checks, in case an improper sequence was encountered during
parsing but not early enough to avoid creating a slot for it in the array.
- Added support for dumping from RAW/DRO/IMF files, so now anything that
can be played as OPL can also be dumped.
- Removed the opl_enable cvar, since OPL playback is now selectable as just
another MIDI device.
- Added support for DRO playback and dual-chip RAW playback.
- Removed MUS support from OPLMUSSong, since using the OPLMIDIDevice with
MUSSong2 works just as well. There are still lots of leftover bits in
the class that should probably be removed at some point, too.
- Added dual-chip dumping support for the RAW format.
- Added DosBox Raw OPL (.DRO) dumping support. For whatever reason,
in_adlib calculates the song length for this format wrong, even though
the exact length is stored right in the header. (But in_adlib seems buggy
in general; too bad it's the only Windows version of Adplug that seems to
exist.)
- Rewrote the OPL dumper to work with MIDI as well as MUS.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@86 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-05 13:28:48 +00:00
|
|
|
tex = TexMan.FindTexture(level.info->f1);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (tex == NULL)
|
|
|
|
{
|
|
|
|
tex = TexMan[gameinfo.info.infoPage[InfoType-1]];
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
Update to ZDoom r1083. Not fully tested yet!
- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code.
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
|
|
|
mysnprintf (name, countof(name), "FBUL%c0", (frame+2)%7 + 'A');
|
2008-01-27 11:25:03 +00:00
|
|
|
screen->DrawTexture (TexMan[name], 37, 80, DTA_Clean, true, TAG_DONE);
|
|
|
|
|
Update to ZDoom r1083. Not fully tested yet!
- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code.
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
|
|
|
mysnprintf (name, countof(name), "FBUL%c0", frame + 'A');
|
2008-01-27 11:25:03 +00:00
|
|
|
screen->DrawTexture (TexMan[name], 278, 80, DTA_Clean, true, TAG_DONE);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
int frame = (MenuTime / 3) % 18;
|
|
|
|
|
Update to ZDoom r1083. Not fully tested yet!
- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code.
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
|
|
|
mysnprintf (name, countof(name), "M_SKL%.2d", 17 - frame);
|
2008-01-27 11:25:03 +00:00
|
|
|
screen->DrawTexture (TexMan[name], 40, 10, DTA_Clean, true, TAG_DONE);
|
|
|
|
|
Update to ZDoom r1083. Not fully tested yet!
- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code.
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
|
|
|
mysnprintf (name, countof(name), "M_SKL%.2d", frame);
|
2008-01-27 11:25:03 +00:00
|
|
|
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);
|
|
|
|
|
Update to ZDoom r1083. Not fully tested yet!
- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code.
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
|
|
|
mysnprintf (name, countof(name), walkLumpName[classnum], ((MenuTime >> 3) & 3) + 1);
|
2008-01-27 11:25:03 +00:00
|
|
|
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);
|
|
|
|
|
Update to ZDoom r1146 (warning: massive changes ahead!)
- Removed DECORATE's ParseClass because it was only used to add data to fully
internal actor classes which no longer exist.
- Changed the state structure so that the Tics value doesn't need to be hacked
into misc1 with SF_BIGTIC anymore.
- Changed sprite processing so that sprite names are converted to indices
during parsing so that an additional postprocessing step is no longer needed.
- Fixed: Sprite names in DECORATE were case sensitive.
- Exported AActor's defaults to DECORATE and removed all code for the
internal property parser which is no longer needed.
- Converted the Heresiarch to DECORATE.
- Added an Active and Inactive state for monsters.
- Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted
GetRaiseSpeed and GetSinkSpeed.
- Added some remaining DECORATE conversions for Hexen by Karate Chris.
- Changed Windows to use the performance counter instead of rdtsc.
- Changed Linux to use clock_gettime for profiling instead of rdtsc. This
avoids potential erroneous results on multicore and variable speed
processors.
- Converted the last of Hexen's inventory items to DECORATE so that I could
export AInventory.
- Removed AT_GAME_SET because it's no longer used anywhere.
- Converted the last remaining global classes to DECORATE.
- Fixed: Inventory.PickupFlash requires an class name as parameter not an
integer. Some Hexen definitions got it wrong.
- Converted Hexen's Pig to DECORATE.
- Replaced the ActorInfo definitions of all internal inventory classes with
DECORATE definitions.
- Added option to specify a powerup's duration in second by using a negative
number.
- Added Gez's Freedoom detection patch.
- SBARINFO update:
* Added: The ability to have drawkeybar auto detect spacing.
* Added: Offset parameter to drawkeybar to allow two key bars with
different keys.
* Added: Multi-row/column keybar parameters. Spacing can also be auto.
These defualt to left to right/top to bottom but can be switched.
* Added: Drawshadow flag to drawnumber. This will draw a solid color and
translucent number under the normal number.
* Added: hexenarmor to drawimage. This takes a parameter for a hexen
armor type and will fade the image like the hexen status bar.
* Added: centerbottom offset to draw(switchable)image.
* Added: translucent flag to drawinventorybar.
* Fixed: Accidentally removed flag from DrawTexture that allowed negative
coordinates to work with fullscreenoffsets. Hopefully this is the last
major bug in the fullscreenoffsets system.
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Replaced the ActorInfo definitions of several internal classes with DECORATE definitions
- Converted teleport fog and destinations to DECORATE.
- AActor::PreExplode is gone now that the last item that was using it has been converted.
- Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE.
- Exported Point pushers, CustomSprite and AmbientSound to DECORATE.
- Changed increased lightning damage for Centaurs into a damage factor.
- Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage
types instead to keep dependencies on specific actor types out of the main engine code.
- Added Korax DECORATE conversion by Gez and a few others by Karate Chris.
- Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon
pieces.
- Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris.
- Added aWeaponGiver class to generalize the standing AssaultGun.
- converted a_Strifeweapons.cpp to DECORATE, except for the Sigil.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Converted the rest of a_strifestuff.cpp to DECORATE.
- Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange.
I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that
this feature can also be used by other actors.
- Converted Strife's Stalker to DECORATE.
- Converted ArtiTeleport to DECORATE.
- Removed the NoBlockingSet method from AActor because everything using it has been
converted to DECORATE using DropItem instead.
- Changed: Macil doesn't need the StrifeHumanoid's special death states so he might
as well inherit directly from AActor.
- Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved
the burning hand states to StrifePlayer where they really belong.
- Added Gez's dropammofactor submission with some necessary changes. Also merged
redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup.
- Restricted native action function definitions to zdoom.pk3.
- Fixed. The Firedemon was missing a game filter.
- Added: disablegrin, disableouch, disablepain, and disablerampage flags to
drawmugshot.
- Fixed: LowerHealthCap did not work properly.
- Fixed: Various bugs I noticed in the fullscreenoffsets code.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
- The x87 precision control is now explicitly set for double precision, since
GCC defaults to extended precision instead, unlike Visual C++.
- Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE.
- Fixed: Attacking a merchant in Strife didn't alert the enemies.
- Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two
occurences in the code that depended on it were changed accordingly.
Invulnerability colormaps are now being set by the items exclusively.
- Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER
so that it can hopefully be generalized to be usable elsewhere later.
- Added Gez's submission for converting the Minotaur to DECORATE.
- Fixed a few minor DECORATE bugs.
- Changed coordinate storage for EntityBoss so that it works properly even
when the pod is not used to spawn it.
- Converted Strife's Spectres and Entity to DECORATE.
- Added: fullscreenoffsets flag for status bars. This changes the coordinate
system to be relative to the top left corner of the screen. This is useful
for full screen status bars.
- Changed: drawinventorybar will use the width of artibox or invcurs (strife)
to determine the spacing. Let me know if this breaks any released mods.
- Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar
would be shown.
- Fixed: If a static inventory bar was used the user still had to press invuse
in order to get rid of the "overlay".
- Fixed: forcescaled would not work if the height of the bar was 0.
- Added: keyslot to drawswitchableimage.
- Fixed: The transition effects for the log and keys popups were switched.
- Converted Strife's Crusader, Inquisitor and spectral missiles to
DECORATE.
- Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to
DECORATE.
- Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris.
- Added a check to Zipdir that excludes files with a .orig extension. These
can be left behind by patch.exe and create problems.
- fixed: Unmorphing from chicken caused a crash when reading non-existent
meta-data strings.
- Converted the ScriptedMarines to DECORATE.
- Fixed: DLightTransfer and DWallLightTransfer were declared as actors.
- Converted the PhoenixRod and associated classes to DECORATE to make
the Heretic conversion complete.
- Converted the Minotaur's projectiles to DECORATE so that I can get
rid of the AT_SPEED_SET code.
- Converted Heretic's Blaster and SkullRod to DECORATE.
- Converted the mace and all related actors to DECORATE and generalized
the spawn function that only spawns one mace per level.
- Moved Mace respawning code into AInventory so that it works properly
for replacement actors.
- Added more DECORATE conversions by Karate Chris.
- Cleaned up the new bridge code and exported all related actors to
DECORATE so that the exported code pointers can be used.
- Separated Heretic's and Hexen's invulnerability items for stability
reasons.
- Fixed spurious warnings on 32-bit VC++ debug builds.
- Made the subsong (order) number a proper parameter to MusInfo::Play()
instead of requiring a separate SetPosition() call to do it.
- Added Gez's submission for custom bridge things.
- Fixed: ASpecialSpot must check the array's size before dividing by it.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
|
|
|
spriteframe_t *sprframe = &SpriteFrames[sprites[PlayerState->sprite].spriteframes + PlayerState->GetFrame()];
|
2008-01-27 11:25:03 +00:00
|
|
|
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)
|
|
|
|
{
|
2008-07-06 17:32:31 +00:00
|
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "menu/invalid", 1, ATTN_NONE);
|
2008-01-27 11:25:03 +00:00
|
|
|
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 ();
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
2008-01-27 15:34:47 +00:00
|
|
|
// M_QuitGame
|
2008-01-27 11:25:03 +00:00
|
|
|
//
|
|
|
|
|
|
|
|
void M_QuitResponse(int ch)
|
|
|
|
{
|
|
|
|
if (ch != 'y')
|
|
|
|
return;
|
|
|
|
if (!netgame)
|
|
|
|
{
|
|
|
|
if (gameinfo.quitSound)
|
|
|
|
{
|
2008-07-06 17:32:31 +00:00
|
|
|
S_Sound (CHAN_VOICE | CHAN_UI, gameinfo.quitSound, 1, ATTN_NONE);
|
2008-01-27 11:25:03 +00:00
|
|
|
I_WaitVBL (105);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
ST_Endoom();
|
|
|
|
}
|
|
|
|
|
2008-01-27 15:34:47 +00:00
|
|
|
void M_QuitGame (int choice)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
// We pick index 0 which is language sensitive,
|
|
|
|
// or one at random, between 1 and maximum number.
|
2008-01-27 15:34:47 +00:00
|
|
|
if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-01-27 15:34:47 +00:00
|
|
|
int quitmsg = gametic % (gameinfo.gametype == GAME_Doom ? NUM_QUITDOOMMESSAGES : NUM_QUITSTRIFEMESSAGES - 1);
|
|
|
|
if (quitmsg != 0 || gameinfo.gametype == GAME_Strife)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-01-27 15:34:47 +00:00
|
|
|
EndString.Format("QUITMSG%d", quitmsg + (gameinfo.gametype == GAME_Doom ? 0 : NUM_QUITDOOMMESSAGES + 1));
|
2008-01-27 11:25:03 +00:00
|
|
|
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,
|
2008-01-27 15:34:47 +00:00
|
|
|
DTA_Masked, false,
|
2008-01-27 11:25:03 +00:00
|
|
|
TAG_DONE);
|
|
|
|
}
|
|
|
|
|
|
|
|
M_DrawFrame (x, y, 72*CleanXfac, 80*CleanYfac-1);
|
|
|
|
}
|
|
|
|
{
|
|
|
|
spriteframe_t *sprframe;
|
2008-05-01 21:45:22 +00:00
|
|
|
fixed_t ScaleX, ScaleY;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
if (GetDefaultByType (PlayerClass->Type)->flags4 & MF4_NOSKIN ||
|
|
|
|
players[consoleplayer].userinfo.PlayerClass == -1 ||
|
Update to ZDoom r1146 (warning: massive changes ahead!)
- Removed DECORATE's ParseClass because it was only used to add data to fully
internal actor classes which no longer exist.
- Changed the state structure so that the Tics value doesn't need to be hacked
into misc1 with SF_BIGTIC anymore.
- Changed sprite processing so that sprite names are converted to indices
during parsing so that an additional postprocessing step is no longer needed.
- Fixed: Sprite names in DECORATE were case sensitive.
- Exported AActor's defaults to DECORATE and removed all code for the
internal property parser which is no longer needed.
- Converted the Heresiarch to DECORATE.
- Added an Active and Inactive state for monsters.
- Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted
GetRaiseSpeed and GetSinkSpeed.
- Added some remaining DECORATE conversions for Hexen by Karate Chris.
- Changed Windows to use the performance counter instead of rdtsc.
- Changed Linux to use clock_gettime for profiling instead of rdtsc. This
avoids potential erroneous results on multicore and variable speed
processors.
- Converted the last of Hexen's inventory items to DECORATE so that I could
export AInventory.
- Removed AT_GAME_SET because it's no longer used anywhere.
- Converted the last remaining global classes to DECORATE.
- Fixed: Inventory.PickupFlash requires an class name as parameter not an
integer. Some Hexen definitions got it wrong.
- Converted Hexen's Pig to DECORATE.
- Replaced the ActorInfo definitions of all internal inventory classes with
DECORATE definitions.
- Added option to specify a powerup's duration in second by using a negative
number.
- Added Gez's Freedoom detection patch.
- SBARINFO update:
* Added: The ability to have drawkeybar auto detect spacing.
* Added: Offset parameter to drawkeybar to allow two key bars with
different keys.
* Added: Multi-row/column keybar parameters. Spacing can also be auto.
These defualt to left to right/top to bottom but can be switched.
* Added: Drawshadow flag to drawnumber. This will draw a solid color and
translucent number under the normal number.
* Added: hexenarmor to drawimage. This takes a parameter for a hexen
armor type and will fade the image like the hexen status bar.
* Added: centerbottom offset to draw(switchable)image.
* Added: translucent flag to drawinventorybar.
* Fixed: Accidentally removed flag from DrawTexture that allowed negative
coordinates to work with fullscreenoffsets. Hopefully this is the last
major bug in the fullscreenoffsets system.
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Replaced the ActorInfo definitions of several internal classes with DECORATE definitions
- Converted teleport fog and destinations to DECORATE.
- AActor::PreExplode is gone now that the last item that was using it has been converted.
- Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE.
- Exported Point pushers, CustomSprite and AmbientSound to DECORATE.
- Changed increased lightning damage for Centaurs into a damage factor.
- Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage
types instead to keep dependencies on specific actor types out of the main engine code.
- Added Korax DECORATE conversion by Gez and a few others by Karate Chris.
- Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon
pieces.
- Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris.
- Added aWeaponGiver class to generalize the standing AssaultGun.
- converted a_Strifeweapons.cpp to DECORATE, except for the Sigil.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Converted the rest of a_strifestuff.cpp to DECORATE.
- Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange.
I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that
this feature can also be used by other actors.
- Converted Strife's Stalker to DECORATE.
- Converted ArtiTeleport to DECORATE.
- Removed the NoBlockingSet method from AActor because everything using it has been
converted to DECORATE using DropItem instead.
- Changed: Macil doesn't need the StrifeHumanoid's special death states so he might
as well inherit directly from AActor.
- Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved
the burning hand states to StrifePlayer where they really belong.
- Added Gez's dropammofactor submission with some necessary changes. Also merged
redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup.
- Restricted native action function definitions to zdoom.pk3.
- Fixed. The Firedemon was missing a game filter.
- Added: disablegrin, disableouch, disablepain, and disablerampage flags to
drawmugshot.
- Fixed: LowerHealthCap did not work properly.
- Fixed: Various bugs I noticed in the fullscreenoffsets code.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
- The x87 precision control is now explicitly set for double precision, since
GCC defaults to extended precision instead, unlike Visual C++.
- Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE.
- Fixed: Attacking a merchant in Strife didn't alert the enemies.
- Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two
occurences in the code that depended on it were changed accordingly.
Invulnerability colormaps are now being set by the items exclusively.
- Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER
so that it can hopefully be generalized to be usable elsewhere later.
- Added Gez's submission for converting the Minotaur to DECORATE.
- Fixed a few minor DECORATE bugs.
- Changed coordinate storage for EntityBoss so that it works properly even
when the pod is not used to spawn it.
- Converted Strife's Spectres and Entity to DECORATE.
- Added: fullscreenoffsets flag for status bars. This changes the coordinate
system to be relative to the top left corner of the screen. This is useful
for full screen status bars.
- Changed: drawinventorybar will use the width of artibox or invcurs (strife)
to determine the spacing. Let me know if this breaks any released mods.
- Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar
would be shown.
- Fixed: If a static inventory bar was used the user still had to press invuse
in order to get rid of the "overlay".
- Fixed: forcescaled would not work if the height of the bar was 0.
- Added: keyslot to drawswitchableimage.
- Fixed: The transition effects for the log and keys popups were switched.
- Converted Strife's Crusader, Inquisitor and spectral missiles to
DECORATE.
- Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to
DECORATE.
- Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris.
- Added a check to Zipdir that excludes files with a .orig extension. These
can be left behind by patch.exe and create problems.
- fixed: Unmorphing from chicken caused a crash when reading non-existent
meta-data strings.
- Converted the ScriptedMarines to DECORATE.
- Fixed: DLightTransfer and DWallLightTransfer were declared as actors.
- Converted the PhoenixRod and associated classes to DECORATE to make
the Heretic conversion complete.
- Converted the Minotaur's projectiles to DECORATE so that I can get
rid of the AT_SPEED_SET code.
- Converted Heretic's Blaster and SkullRod to DECORATE.
- Converted the mace and all related actors to DECORATE and generalized
the spawn function that only spawns one mace per level.
- Moved Mace respawning code into AInventory so that it works properly
for replacement actors.
- Added more DECORATE conversions by Karate Chris.
- Cleaned up the new bridge code and exported all related actors to
DECORATE so that the exported code pointers can be used.
- Separated Heretic's and Hexen's invulnerability items for stability
reasons.
- Fixed spurious warnings on 32-bit VC++ debug builds.
- Made the subsong (order) number a proper parameter to MusInfo::Play()
instead of requiring a separate SetPosition() call to do it.
- Added Gez's submission for custom bridge things.
- Fixed: ASpecialSpot must check the array's size before dividing by it.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
|
|
|
PlayerState->sprite != GetDefaultByType (PlayerClass->Type)->SpawnState->sprite)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
Update to ZDoom r1146 (warning: massive changes ahead!)
- Removed DECORATE's ParseClass because it was only used to add data to fully
internal actor classes which no longer exist.
- Changed the state structure so that the Tics value doesn't need to be hacked
into misc1 with SF_BIGTIC anymore.
- Changed sprite processing so that sprite names are converted to indices
during parsing so that an additional postprocessing step is no longer needed.
- Fixed: Sprite names in DECORATE were case sensitive.
- Exported AActor's defaults to DECORATE and removed all code for the
internal property parser which is no longer needed.
- Converted the Heresiarch to DECORATE.
- Added an Active and Inactive state for monsters.
- Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted
GetRaiseSpeed and GetSinkSpeed.
- Added some remaining DECORATE conversions for Hexen by Karate Chris.
- Changed Windows to use the performance counter instead of rdtsc.
- Changed Linux to use clock_gettime for profiling instead of rdtsc. This
avoids potential erroneous results on multicore and variable speed
processors.
- Converted the last of Hexen's inventory items to DECORATE so that I could
export AInventory.
- Removed AT_GAME_SET because it's no longer used anywhere.
- Converted the last remaining global classes to DECORATE.
- Fixed: Inventory.PickupFlash requires an class name as parameter not an
integer. Some Hexen definitions got it wrong.
- Converted Hexen's Pig to DECORATE.
- Replaced the ActorInfo definitions of all internal inventory classes with
DECORATE definitions.
- Added option to specify a powerup's duration in second by using a negative
number.
- Added Gez's Freedoom detection patch.
- SBARINFO update:
* Added: The ability to have drawkeybar auto detect spacing.
* Added: Offset parameter to drawkeybar to allow two key bars with
different keys.
* Added: Multi-row/column keybar parameters. Spacing can also be auto.
These defualt to left to right/top to bottom but can be switched.
* Added: Drawshadow flag to drawnumber. This will draw a solid color and
translucent number under the normal number.
* Added: hexenarmor to drawimage. This takes a parameter for a hexen
armor type and will fade the image like the hexen status bar.
* Added: centerbottom offset to draw(switchable)image.
* Added: translucent flag to drawinventorybar.
* Fixed: Accidentally removed flag from DrawTexture that allowed negative
coordinates to work with fullscreenoffsets. Hopefully this is the last
major bug in the fullscreenoffsets system.
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Replaced the ActorInfo definitions of several internal classes with DECORATE definitions
- Converted teleport fog and destinations to DECORATE.
- AActor::PreExplode is gone now that the last item that was using it has been converted.
- Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE.
- Exported Point pushers, CustomSprite and AmbientSound to DECORATE.
- Changed increased lightning damage for Centaurs into a damage factor.
- Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage
types instead to keep dependencies on specific actor types out of the main engine code.
- Added Korax DECORATE conversion by Gez and a few others by Karate Chris.
- Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon
pieces.
- Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris.
- Added aWeaponGiver class to generalize the standing AssaultGun.
- converted a_Strifeweapons.cpp to DECORATE, except for the Sigil.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Converted the rest of a_strifestuff.cpp to DECORATE.
- Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange.
I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that
this feature can also be used by other actors.
- Converted Strife's Stalker to DECORATE.
- Converted ArtiTeleport to DECORATE.
- Removed the NoBlockingSet method from AActor because everything using it has been
converted to DECORATE using DropItem instead.
- Changed: Macil doesn't need the StrifeHumanoid's special death states so he might
as well inherit directly from AActor.
- Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved
the burning hand states to StrifePlayer where they really belong.
- Added Gez's dropammofactor submission with some necessary changes. Also merged
redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup.
- Restricted native action function definitions to zdoom.pk3.
- Fixed. The Firedemon was missing a game filter.
- Added: disablegrin, disableouch, disablepain, and disablerampage flags to
drawmugshot.
- Fixed: LowerHealthCap did not work properly.
- Fixed: Various bugs I noticed in the fullscreenoffsets code.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
- The x87 precision control is now explicitly set for double precision, since
GCC defaults to extended precision instead, unlike Visual C++.
- Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE.
- Fixed: Attacking a merchant in Strife didn't alert the enemies.
- Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two
occurences in the code that depended on it were changed accordingly.
Invulnerability colormaps are now being set by the items exclusively.
- Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER
so that it can hopefully be generalized to be usable elsewhere later.
- Added Gez's submission for converting the Minotaur to DECORATE.
- Fixed a few minor DECORATE bugs.
- Changed coordinate storage for EntityBoss so that it works properly even
when the pod is not used to spawn it.
- Converted Strife's Spectres and Entity to DECORATE.
- Added: fullscreenoffsets flag for status bars. This changes the coordinate
system to be relative to the top left corner of the screen. This is useful
for full screen status bars.
- Changed: drawinventorybar will use the width of artibox or invcurs (strife)
to determine the spacing. Let me know if this breaks any released mods.
- Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar
would be shown.
- Fixed: If a static inventory bar was used the user still had to press invuse
in order to get rid of the "overlay".
- Fixed: forcescaled would not work if the height of the bar was 0.
- Added: keyslot to drawswitchableimage.
- Fixed: The transition effects for the log and keys popups were switched.
- Converted Strife's Crusader, Inquisitor and spectral missiles to
DECORATE.
- Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to
DECORATE.
- Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris.
- Added a check to Zipdir that excludes files with a .orig extension. These
can be left behind by patch.exe and create problems.
- fixed: Unmorphing from chicken caused a crash when reading non-existent
meta-data strings.
- Converted the ScriptedMarines to DECORATE.
- Fixed: DLightTransfer and DWallLightTransfer were declared as actors.
- Converted the PhoenixRod and associated classes to DECORATE to make
the Heretic conversion complete.
- Converted the Minotaur's projectiles to DECORATE so that I can get
rid of the AT_SPEED_SET code.
- Converted Heretic's Blaster and SkullRod to DECORATE.
- Converted the mace and all related actors to DECORATE and generalized
the spawn function that only spawns one mace per level.
- Moved Mace respawning code into AInventory so that it works properly
for replacement actors.
- Added more DECORATE conversions by Karate Chris.
- Cleaned up the new bridge code and exported all related actors to
DECORATE so that the exported code pointers can be used.
- Separated Heretic's and Hexen's invulnerability items for stability
reasons.
- Fixed spurious warnings on 32-bit VC++ debug builds.
- Made the subsong (order) number a proper parameter to MusInfo::Play()
instead of requiring a separate SetPosition() call to do it.
- Added Gez's submission for custom bridge things.
- Fixed: ASpecialSpot must check the array's size before dividing by it.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
|
|
|
sprframe = &SpriteFrames[sprites[PlayerState->sprite].spriteframes + PlayerState->GetFrame()];
|
2008-05-01 21:45:22 +00:00
|
|
|
ScaleX = GetDefaultByType(PlayerClass->Type)->scaleX;
|
|
|
|
ScaleY = GetDefaultByType(PlayerClass->Type)->scaleY;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
sprframe = &SpriteFrames[sprites[skins[PlayerSkin].sprite].spriteframes + PlayerState->GetFrame()];
|
2008-05-01 21:45:22 +00:00
|
|
|
ScaleX = skins[PlayerSkin].ScaleX;
|
|
|
|
ScaleY = skins[PlayerSkin].ScaleY;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
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),
|
2008-05-01 21:45:22 +00:00
|
|
|
DTA_DestWidth, MulScale16 (tex->GetWidth() * CleanXfac, ScaleX),
|
|
|
|
DTA_DestHeight, MulScale16 (tex->GetHeight() * CleanYfac, ScaleY),
|
2008-01-27 11:25:03 +00:00
|
|
|
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];
|
|
|
|
|
Update to ZDoom r1083. Not fully tested yet!
- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code.
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
|
|
|
mysnprintf (command, countof(command), "color \"%02x %02x %02x\"", red, green, blue);
|
2008-01-27 11:25:03 +00:00
|
|
|
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)
|
|
|
|
{
|
2008-07-04 16:54:29 +00:00
|
|
|
S_StopSound (CHAN_VOICE);
|
2008-07-06 17:32:31 +00:00
|
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "menu/prompt", 1, ATTN_NONE);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
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 ();
|
2008-07-06 17:32:31 +00:00
|
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "menu/dismiss", 1, ATTN_NONE);
|
2008-01-27 11:25:03 +00:00
|
|
|
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++;
|
2008-07-06 17:32:31 +00:00
|
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "menu/cursor", 1, ATTN_NONE);
|
2008-01-27 11:25:03 +00:00
|
|
|
} while(currentMenu->menuitems[itemOn].status==-1);
|
|
|
|
return true;
|
|
|
|
|
|
|
|
case GK_UP:
|
|
|
|
do
|
|
|
|
{
|
|
|
|
if (!itemOn)
|
|
|
|
itemOn = currentMenu->numitems-1;
|
|
|
|
else itemOn--;
|
2008-07-06 17:32:31 +00:00
|
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "menu/cursor", 1, ATTN_NONE);
|
2008-01-27 11:25:03 +00:00
|
|
|
} while(currentMenu->menuitems[itemOn].status==-1);
|
|
|
|
return true;
|
|
|
|
|
|
|
|
case GK_LEFT:
|
|
|
|
if (currentMenu->menuitems[itemOn].routine &&
|
|
|
|
currentMenu->menuitems[itemOn].status == 2)
|
|
|
|
{
|
2008-07-06 17:32:31 +00:00
|
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "menu/change", 1, ATTN_NONE);
|
2008-01-27 11:25:03 +00:00
|
|
|
currentMenu->menuitems[itemOn].routine(0);
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
|
|
|
|
case GK_RIGHT:
|
|
|
|
if (currentMenu->menuitems[itemOn].routine &&
|
|
|
|
currentMenu->menuitems[itemOn].status == 2)
|
|
|
|
{
|
2008-07-06 17:32:31 +00:00
|
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "menu/change", 1, ATTN_NONE);
|
2008-01-27 11:25:03 +00:00
|
|
|
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
|
2008-07-06 17:32:31 +00:00
|
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "menu/change", 1, ATTN_NONE);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
currentMenu->menuitems[itemOn].routine(itemOn);
|
2008-07-06 17:32:31 +00:00
|
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "menu/choose", 1, ATTN_NONE);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
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;
|
2008-07-06 17:32:31 +00:00
|
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "menu/cursor", 1, ATTN_NONE);
|
2008-01-27 11:25:03 +00:00
|
|
|
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())
|
|
|
|
{
|
Update to ZDoom r1083. Not fully tested yet!
- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code.
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
|
|
|
mysnprintf (workbuf, countof(workbuf), "File on disk:\n%s", SelSaveGame->Filename.GetChars());
|
2008-01-27 11:25:03 +00:00
|
|
|
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)
|
|
|
|
{
|
2008-07-06 17:32:31 +00:00
|
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "menu/activate", 1, ATTN_NONE);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
// 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;
|
|
|
|
|
2008-06-28 13:29:59 +00:00
|
|
|
player_t *player = &players[consoleplayer];
|
|
|
|
AActor *camera = player->camera;
|
|
|
|
|
|
|
|
if (!screen->Accel2D && camera != NULL && (gamestate == GS_LEVEL || gamestate == GS_TITLELEVEL))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-06-28 13:29:59 +00:00
|
|
|
if (camera->player != NULL)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-06-28 13:29:59 +00:00
|
|
|
player = camera->player;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
2008-02-20 16:51:40 +00:00
|
|
|
const char *text = currentMenu->menuitems[i].name;
|
|
|
|
if (*text == '$') text = GStrings(text+1);
|
|
|
|
screen->DrawText (color, x, y, text,
|
2008-01-27 11:25:03 +00:00
|
|
|
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;
|
2008-07-06 17:32:31 +00:00
|
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "menu/backup", 1, ATTN_NONE);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
M_ClearMenus ();
|
2008-07-06 17:32:31 +00:00
|
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "menu/clear", 1, ATTN_NONE);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
// 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);
|
- Fixed: Fog for flooding floor textures into gaps created by missing wall textures
didn't work since a parameter changes necessitated by ZDoom's render style 'enhancement'.
Update to ZDoom r940:
SBarInfo Update #18:
- Simplified the DrawGraphic function in sbarinfo_display.cpp
- Added xOffset, yOffset, and alpha to every drawing function in
sbarinfo_display.cpp. So Strife popups can be handeled better and allow for
other effects (translucent bars?). I'm thinking about making a struct for
these five (also x and y) arguments so that the argument lists don't become a
mess.
- Changed DRAWIMAGE in sbarinfo_display.cpp to not use so many calls to
DrawGraphic.
- DrawKeyBar wasn't using screen->DrawTexture.
- Added a Fade transition for popups. It takes two args fade in rate and fade
out rate. Both are floats (1.0 = 1 tic to complete 0.5 = 2 tics to complete
and so on).
- Added a translucency arg to statusbars. 1.0 = opaque and 0.0 = invisible.
- Fixed: When an instrument's envelope runs out, it does not immediately ramp
to zero. Rather, it lets the remainder of the sample finish playing.
- Fixed: When playing a MIDI file with EMIDI track designations to turn a
track off, any ticks that had only events on the disabled track would cause
the delay for that track to be thrown away, and the following notes on
enabled tracks would play too soon. This could be heard quite clearly in
xplasma.mid, where track 4 (FMGlass Drone 1) would interfere with the timing
of tracks 13 and 14 (EP1 Melody and EP1 Echo).
- Fixed: DFlashFader did some operations in its destructor that had to be moved
to its Destroy method.
- Fixed: Dropped weapons from dying players should not double ammo.
- Fixed: When note_on() is called and another copy of the same note is
already playing on the channel, it should stop it with finish_note(), not
kill_note(). This can be clearly heard in the final cymbal crashes of
D_DM2TTL where TiMidity cuts them off because the final cymbals are played
with a velocity of 1 before the preceding cymbals have finished. (I wonder
if I should be setting the self_nonexclusive flag for GUS patches to
disable even this behavior, though, since gf1note.c doesn't turn off
duplicate notes.)
- Changed envelope handling to hopefully match the GUS player's. The most
egregious mistake TiMidity makes is to treat bit 6 as an envelope enable
bit. This is not what it does; every sample has an envelope. Rather, this
is a "no sampled release" flag. Also, despite fiddling with the
PATCH_SUSTAIN flag during instrument loading, TiMidity never actually
used it. Nor did it do anything at all with the PATCH_FAST_REL flag.
- Fixed: wbstartstruct's lump name fields were only 8 characters long
and not properly zero-terminated when all 8 characters were used.
- Fixed: Local sound sequence definitions caused a crash because a proper
NULL check was missing.
- Added translucent blending modes to FMultipatchTexture (not tested yet!)
- Also changed all true color texture creation functions to use proper alpha
values instead of inverted ones.
- Changed FRemapTable so that all palette entries must contain proper alpha
values.
- Fixed: The F1 screen check in m_menu.cpp was missing a NULL pointer check.
- Changed: The boss brain's explosions play weapons/rocklx which is an
unlimited sound. This can become extremely loud. Replaced with a new
sound which is just an alias to weapons/rocklx but has a limit of 4.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@98 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-25 10:00:54 +00:00
|
|
|
FireRemap.Palette[i] = PalEntry(255, i/2+32, 0, i/4);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
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);
|
- Fixed: Fog for flooding floor textures into gaps created by missing wall textures
didn't work since a parameter changes necessitated by ZDoom's render style 'enhancement'.
Update to ZDoom r940:
SBarInfo Update #18:
- Simplified the DrawGraphic function in sbarinfo_display.cpp
- Added xOffset, yOffset, and alpha to every drawing function in
sbarinfo_display.cpp. So Strife popups can be handeled better and allow for
other effects (translucent bars?). I'm thinking about making a struct for
these five (also x and y) arguments so that the argument lists don't become a
mess.
- Changed DRAWIMAGE in sbarinfo_display.cpp to not use so many calls to
DrawGraphic.
- DrawKeyBar wasn't using screen->DrawTexture.
- Added a Fade transition for popups. It takes two args fade in rate and fade
out rate. Both are floats (1.0 = 1 tic to complete 0.5 = 2 tics to complete
and so on).
- Added a translucency arg to statusbars. 1.0 = opaque and 0.0 = invisible.
- Fixed: When an instrument's envelope runs out, it does not immediately ramp
to zero. Rather, it lets the remainder of the sample finish playing.
- Fixed: When playing a MIDI file with EMIDI track designations to turn a
track off, any ticks that had only events on the disabled track would cause
the delay for that track to be thrown away, and the following notes on
enabled tracks would play too soon. This could be heard quite clearly in
xplasma.mid, where track 4 (FMGlass Drone 1) would interfere with the timing
of tracks 13 and 14 (EP1 Melody and EP1 Echo).
- Fixed: DFlashFader did some operations in its destructor that had to be moved
to its Destroy method.
- Fixed: Dropped weapons from dying players should not double ammo.
- Fixed: When note_on() is called and another copy of the same note is
already playing on the channel, it should stop it with finish_note(), not
kill_note(). This can be clearly heard in the final cymbal crashes of
D_DM2TTL where TiMidity cuts them off because the final cymbals are played
with a velocity of 1 before the preceding cymbals have finished. (I wonder
if I should be setting the self_nonexclusive flag for GUS patches to
disable even this behavior, though, since gf1note.c doesn't turn off
duplicate notes.)
- Changed envelope handling to hopefully match the GUS player's. The most
egregious mistake TiMidity makes is to treat bit 6 as an envelope enable
bit. This is not what it does; every sample has an envelope. Rather, this
is a "no sampled release" flag. Also, despite fiddling with the
PATCH_SUSTAIN flag during instrument loading, TiMidity never actually
used it. Nor did it do anything at all with the PATCH_FAST_REL flag.
- Fixed: wbstartstruct's lump name fields were only 8 characters long
and not properly zero-terminated when all 8 characters were used.
- Fixed: Local sound sequence definitions caused a crash because a proper
NULL check was missing.
- Added translucent blending modes to FMultipatchTexture (not tested yet!)
- Also changed all true color texture creation functions to use proper alpha
values instead of inverted ones.
- Changed FRemapTable so that all palette entries must contain proper alpha
values.
- Fixed: The F1 screen check in m_menu.cpp was missing a NULL pointer check.
- Changed: The boss brain's explosions play weapons/rocklx which is an
unlimited sound. This can become extremely loud. Replaced with a new
sound which is just an alias to weapons/rocklx but has a limit of 4.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@98 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-25 10:00:54 +00:00
|
|
|
FireRemap.Palette[i] = PalEntry(255, i/4, i*13/40+7, i/4);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
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];
|
|
|
|
}
|