gzdoom-last-svn/src/m_menu.cpp

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// DOOM selection menu, options, episode etc.
// Sliders and icons. Kinda widget stuff.
//
//-----------------------------------------------------------------------------
// HEADER FILES ------------------------------------------------------------
#include <ctype.h>
#include <fcntl.h>
#include <stdlib.h>
#include <zlib.h>
#if defined(_WIN32)
#include <io.h>
#else
#include <unistd.h>
#include <sys/types.h>
#include <sys/stat.h>
#endif
#include "doomdef.h"
#include "gstrings.h"
#include "c_console.h"
#include "c_dispatch.h"
#include "d_main.h"
#include "i_system.h"
#include "i_video.h"
#include "v_video.h"
#include "w_wad.h"
#include "r_local.h"
#include "hu_stuff.h"
#include "g_game.h"
#include "m_argv.h"
#include "m_swap.h"
#include "m_random.h"
#include "s_sound.h"
#include "doomstat.h"
#include "m_menu.h"
#include "v_text.h"
#include "st_stuff.h"
#include "d_gui.h"
#include "version.h"
#include "m_png.h"
#include "templates.h"
#include "lists.h"
#include "gi.h"
#include "p_tick.h"
#include "st_start.h"
#include "teaminfo.h"
#include "r_translate.h"
// MACROS ------------------------------------------------------------------
#define SKULLXOFF -32
#define SELECTOR_XOFFSET (-28)
#define SELECTOR_YOFFSET (-1)
// TYPES -------------------------------------------------------------------
struct FSaveGameNode : public Node
{
char Title[SAVESTRINGSIZE];
FString Filename;
bool bOldVersion;
bool bMissingWads;
};
struct FBackdropTexture : public FTexture
{
public:
FBackdropTexture();
const BYTE *GetColumn(unsigned int column, const Span **spans_out);
const BYTE *GetPixels();
void Unload();
bool CheckModified();
protected:
BYTE Pixels[144*160];
static const Span DummySpan[2];
int LastRenderTic;
angle_t time1, time2, time3, time4;
angle_t t1ang, t2ang, z1ang, z2ang;
void Render();
};
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
void M_DrawSlider (int x, int y, float min, float max, float cur);
void R_GetPlayerTranslation (int color, FPlayerSkin *skin, FRemapTable *table);
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
int M_StringHeight (const char *string);
void M_ClearMenus ();
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static void M_NewGame (int choice);
static void M_Episode (int choice);
static void M_ChooseSkill (int choice);
static void M_LoadGame (int choice);
static void M_SaveGame (int choice);
static void M_Options (int choice);
static void M_EndGame (int choice);
static void M_ReadThis (int choice);
static void M_ReadThisMore (int choice);
static void M_QuitGame (int choice);
static void M_GameFiles (int choice);
static void M_ClearSaveStuff ();
static void SCClass (int choice);
static void M_ChooseClass (int choice);
static void M_FinishReadThis (int choice);
static void M_QuickSave ();
static void M_QuickLoad ();
static void M_LoadSelect (const FSaveGameNode *file);
static void M_SaveSelect (const FSaveGameNode *file);
static void M_ReadSaveStrings ();
static void M_UnloadSaveStrings ();
static FSaveGameNode *M_RemoveSaveSlot (FSaveGameNode *file);
static void M_ExtractSaveData (const FSaveGameNode *file);
static void M_UnloadSaveData ();
static void M_InsertSaveNode (FSaveGameNode *node);
static bool M_SaveLoadResponder (event_t *ev);
static void M_DeleteSaveResponse (int choice);
static void M_DrawMainMenu ();
static void M_DrawReadThis ();
static void M_DrawNewGame ();
static void M_DrawEpisode ();
static void M_DrawLoad ();
static void M_DrawSave ();
static void DrawClassMenu ();
static void DrawHexenSkillMenu ();
static void M_DrawClassMenu ();
static void M_DrawHereticMainMenu ();
static void M_DrawFiles ();
void M_DrawFrame (int x, int y, int width, int height);
static void M_DrawSaveLoadBorder (int x,int y, int len);
static void M_DrawSaveLoadCommon ();
static void M_SetupNextMenu (oldmenu_t *menudef);
static void M_StartMessage (const char *string, void(*routine)(int), bool input);
// [RH] For player setup menu.
void M_PlayerSetup ();
static void M_PlayerSetupTicker ();
static void M_PlayerSetupDrawer ();
static void M_EditPlayerName (int choice);
static void M_ChangePlayerTeam (int choice);
static void M_PlayerNameChanged (FSaveGameNode *dummy);
static void M_PlayerNameNotChanged ();
static void M_SlidePlayerRed (int choice);
static void M_SlidePlayerGreen (int choice);
static void M_SlidePlayerBlue (int choice);
static void M_ChangeClass (int choice);
static void M_ChangeGender (int choice);
static void M_ChangeSkin (int choice);
static void M_ChangeAutoAim (int choice);
static void PickPlayerClass ();
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
EXTERN_CVAR (String, playerclass)
EXTERN_CVAR (String, name)
EXTERN_CVAR (Int, team)
extern bool sendpause;
extern int flagsvar;
// PUBLIC DATA DEFINITIONS -------------------------------------------------
EMenuState menuactive;
menustack_t MenuStack[16];
int MenuStackDepth;
int skullAnimCounter; // skull animation counter
bool drawSkull; // [RH] don't always draw skull
bool M_DemoNoPlay;
bool OptionsActive;
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static char tempstring[80];
static char underscore[2];
static FSaveGameNode *quickSaveSlot; // NULL = no quicksave slot picked!
static FSaveGameNode *lastSaveSlot; // Used for highlighting the most recently used slot in the menu
static int messageToPrint; // 1 = message to be printed
static const char *messageString; // ...and here is the message string!
static EMenuState messageLastMenuActive;
static bool messageNeedsInput; // timed message = no input from user
static void (*messageRoutine)(int response);
static int showSharewareMessage;
static int genStringEnter; // we are going to be entering a savegame string
static size_t genStringLen; // [RH] Max # of chars that can be entered
static void (*genStringEnd)(FSaveGameNode *);
static void (*genStringCancel)();
static int saveSlot; // which slot to save in
static size_t saveCharIndex; // which char we're editing
static int LINEHEIGHT;
static char savegamestring[SAVESTRINGSIZE];
static FString EndString;
static short itemOn; // menu item skull is on
static short whichSkull; // which skull to draw
static int MenuTime;
static int InfoType;
static int InfoTic;
static const char skullName[2][9] = {"M_SKULL1", "M_SKULL2"}; // graphic name of skulls
static const char cursName[8][8] = // graphic names of Strife menu selector
{
"M_CURS1", "M_CURS2", "M_CURS3", "M_CURS4", "M_CURS5", "M_CURS6", "M_CURS7", "M_CURS8"
};
static oldmenu_t *currentMenu; // current menudef
static oldmenu_t *TopLevelMenu; // The main menu everything hangs off of
static FBackdropTexture *FireTexture;
static FRemapTable FireRemap(256);
static const char *genders[3] = { "male", "female", "other" };
static FPlayerClass *PlayerClass;
static int PlayerSkin;
static FState *PlayerState;
static int PlayerTics;
static int PlayerRotation;
static FTexture *SavePic;
static FBrokenLines *SaveComment;
static List SaveGames;
static FSaveGameNode *TopSaveGame;
static FSaveGameNode *SelSaveGame;
static FSaveGameNode NewSaveNode;
static int epi; // Selected episode
// PRIVATE MENU DEFINITIONS ------------------------------------------------
//
// DOOM MENU
//
static oldmenuitem_t MainMenu[]=
{
{1,0,'n',"M_NGAME",M_NewGame, CR_UNTRANSLATED},
{1,0,'l',"M_LOADG",M_LoadGame, CR_UNTRANSLATED},
{1,0,'s',"M_SAVEG",M_SaveGame, CR_UNTRANSLATED},
{1,0,'o',"M_OPTION",M_Options, CR_UNTRANSLATED}, // [RH] Moved
{1,0,'r',"M_RDTHIS",M_ReadThis, CR_UNTRANSLATED}, // Another hickup with Special edition.
{1,0,'q',"M_QUITG",M_QuitGame, CR_UNTRANSLATED}
};
static oldmenu_t MainDef =
{
countof(MainMenu),
MainMenu,
M_DrawMainMenu,
97,64,
0
};
//
// HERETIC MENU
//
static oldmenuitem_t HereticMainMenu[] =
{
{1,1,'n',"$MNU_NEWGAME",M_NewGame, CR_UNTRANSLATED},
{1,1,'o',"$MNU_OPTIONS",M_Options, CR_UNTRANSLATED},
{1,1,'f',"$MNU_GAMEFILES",M_GameFiles, CR_UNTRANSLATED},
{1,1,'i',"$MNU_INFO",M_ReadThis, CR_UNTRANSLATED},
{1,1,'q',"$MNU_QUITGAME",M_QuitGame, CR_UNTRANSLATED}
};
static oldmenu_t HereticMainDef =
{
countof(HereticMainMenu),
HereticMainMenu,
M_DrawHereticMainMenu,
110, 56,
0
};
//
// HEXEN "NEW GAME" MENU
//
static oldmenuitem_t ClassItems[] =
{
{ 1,1, 'f', "$MNU_FIGHTER", SCClass, CR_UNTRANSLATED },
{ 1,1, 'c', "$MNU_CLERIC", SCClass, CR_UNTRANSLATED },
{ 1,1, 'm', "$MNU_MAGE", SCClass, CR_UNTRANSLATED },
{ 1,1, 'r', "$MNU_RANDOM", SCClass, CR_UNTRANSLATED } // [RH]
};
static oldmenu_t ClassMenu =
{
4, ClassItems,
DrawClassMenu,
66, 58,
0
};
//
// [GRB] CLASS SELECT
//
oldmenuitem_t ClassMenuItems[8] =
{
{1,1,0, NULL, M_ChooseClass, CR_UNTRANSLATED },
{1,1,0, NULL, M_ChooseClass, CR_UNTRANSLATED },
{1,1,0, NULL, M_ChooseClass, CR_UNTRANSLATED },
{1,1,0, NULL, M_ChooseClass, CR_UNTRANSLATED },
{1,1,0, NULL, M_ChooseClass, CR_UNTRANSLATED },
{1,1,0, NULL, M_ChooseClass, CR_UNTRANSLATED },
{1,1,0, NULL, M_ChooseClass, CR_UNTRANSLATED },
{1,1,0, NULL, M_ChooseClass, CR_UNTRANSLATED },
};
oldmenu_t ClassMenuDef =
{
0,
ClassMenuItems,
M_DrawClassMenu,
48,63,
0
};
//
// EPISODE SELECT
//
oldmenuitem_t EpisodeMenu[MAX_EPISODES] =
{
{1,0,0, NULL, M_Episode, CR_UNTRANSLATED},
{1,0,0, NULL, M_Episode, CR_UNTRANSLATED},
{1,0,0, NULL, M_Episode, CR_UNTRANSLATED},
{1,0,0, NULL, M_Episode, CR_UNTRANSLATED},
{1,0,0, NULL, M_Episode, CR_UNTRANSLATED},
{1,0,0, NULL, M_Episode, CR_UNTRANSLATED},
{1,0,0, NULL, M_Episode, CR_UNTRANSLATED},
{1,0,0, NULL, M_Episode, CR_UNTRANSLATED},
};
char EpisodeMaps[MAX_EPISODES][8];
bool EpisodeNoSkill[MAX_EPISODES];
oldmenu_t EpiDef =
{
0,
EpisodeMenu, // oldmenuitem_t ->
M_DrawEpisode, // drawing routine ->
48,63, // x,y
0 // lastOn
};
//
// GAME FILES
//
static oldmenuitem_t FilesItems[] =
{
{1,1,'l',"$MNU_LOADGAME",M_LoadGame, CR_UNTRANSLATED},
{1,1,'s',"$MNU_SAVEGAME",M_SaveGame, CR_UNTRANSLATED}
};
static oldmenu_t FilesMenu =
{
countof(FilesItems),
FilesItems,
M_DrawFiles,
110,60,
0
};
//
// DOOM SKILL SELECT
//
static oldmenuitem_t SkillSelectMenu[]={
{ 1, 0, 0, "", M_ChooseSkill, CR_UNTRANSLATED},
{ 1, 0, 0, "", M_ChooseSkill, CR_UNTRANSLATED},
{ 1, 0, 0, "", M_ChooseSkill, CR_UNTRANSLATED},
{ 1, 0, 0, "", M_ChooseSkill, CR_UNTRANSLATED},
{ 1, 0, 0, "", M_ChooseSkill, CR_UNTRANSLATED},
{ 1, 0, 0, "", M_ChooseSkill, CR_UNTRANSLATED},
{ 1, 0, 0, "", M_ChooseSkill, CR_UNTRANSLATED},
{ 1, 0, 0, "", M_ChooseSkill, CR_UNTRANSLATED},
};
static oldmenu_t SkillDef =
{
0,
SkillSelectMenu, // oldmenuitem_t ->
M_DrawNewGame, // drawing routine ->
48,63, // x,y
2 // lastOn
};
static oldmenu_t HexenSkillMenu =
{
0,
SkillSelectMenu, // oldmenuitem_t ->
DrawHexenSkillMenu,
120, 44,
2
};
void M_StartupSkillMenu(const char *playerclass)
{
if (gameinfo.gametype & GAME_Raven)
{
SkillDef.x = 38;
SkillDef.y = 30;
if (gameinfo.gametype == GAME_Hexen)
{
HexenSkillMenu.x = 38;
if (playerclass != NULL)
{
if (!stricmp(playerclass, "fighter")) HexenSkillMenu.x = 120;
else if (!stricmp(playerclass, "cleric")) HexenSkillMenu.x = 116;
else if (!stricmp(playerclass, "mage")) HexenSkillMenu.x = 112;
}
}
}
SkillDef.numitems = HexenSkillMenu.numitems = 0;
for(unsigned int i=0;i<AllSkills.Size() && i<8;i++)
{
FSkillInfo &skill = AllSkills[i];
SkillSelectMenu[i].name = skill.MenuName;
SkillSelectMenu[i].fulltext = !skill.MenuNameIsLump;
SkillSelectMenu[i].alphaKey = skill.MenuNameIsLump? skill.Shortcut : tolower(SkillSelectMenu[i].name[0]);
SkillSelectMenu[i].textcolor = skill.GetTextColor();
SkillSelectMenu[i].alphaKey = skill.Shortcut;
if (playerclass != NULL)
{
FString * pmnm = skill.MenuNamesForPlayerClass.CheckKey(playerclass);
if (pmnm != NULL)
{
SkillSelectMenu[i].name = GStrings(*pmnm);
SkillSelectMenu[i].fulltext = true;
if (skill.Shortcut == 0)
SkillSelectMenu[i].alphaKey = tolower(SkillSelectMenu[i].name[0]);
}
}
SkillDef.numitems++;
HexenSkillMenu.numitems++;
}
// Hexen needs some manual coordinate adjustments based on player class
if (gameinfo.gametype == GAME_Hexen)
{
M_SetupNextMenu(&HexenSkillMenu);
}
else
M_SetupNextMenu(&SkillDef);
}
//
// [RH] Player Setup Menu
//
static oldmenuitem_t PlayerSetupMenu[] =
{
{ 1,0,'n',NULL,M_EditPlayerName, CR_UNTRANSLATED},
{ 2,0,'t',NULL,M_ChangePlayerTeam, CR_UNTRANSLATED},
{ 2,0,'r',NULL,M_SlidePlayerRed, CR_UNTRANSLATED},
{ 2,0,'g',NULL,M_SlidePlayerGreen, CR_UNTRANSLATED},
{ 2,0,'b',NULL,M_SlidePlayerBlue, CR_UNTRANSLATED},
{ 2,0,'c',NULL,M_ChangeClass, CR_UNTRANSLATED},
{ 2,0,'s',NULL,M_ChangeSkin, CR_UNTRANSLATED},
{ 2,0,'e',NULL,M_ChangeGender, CR_UNTRANSLATED},
{ 2,0,'a',NULL,M_ChangeAutoAim, CR_UNTRANSLATED}
};
static oldmenu_t PSetupDef =
{
countof(PlayerSetupMenu),
PlayerSetupMenu,
M_PlayerSetupDrawer,
48, 47,
0
};
//
// Read This! MENU 1 & 2
//
static oldmenuitem_t ReadMenu[] =
{
{1,0,0,NULL,M_ReadThisMore}
};
static oldmenu_t ReadDef =
{
1,
ReadMenu,
M_DrawReadThis,
280,185,
0
};
//
// LOAD GAME MENU
//
static oldmenuitem_t LoadMenu[]=
{
{1,0,'1',NULL, NULL, CR_UNTRANSLATED},
{1,0,'2',NULL, NULL, CR_UNTRANSLATED},
{1,0,'3',NULL, NULL, CR_UNTRANSLATED},
{1,0,'4',NULL, NULL, CR_UNTRANSLATED},
{1,0,'5',NULL, NULL, CR_UNTRANSLATED},
{1,0,'6',NULL, NULL, CR_UNTRANSLATED},
{1,0,'7',NULL, NULL, CR_UNTRANSLATED},
{1,0,'8',NULL, NULL, CR_UNTRANSLATED},
};
static oldmenu_t LoadDef =
{
countof(LoadMenu),
LoadMenu,
M_DrawLoad,
80,54,
0
};
//
// SAVE GAME MENU
//
static oldmenuitem_t SaveMenu[] =
{
{1,0,'1',NULL, NULL, CR_UNTRANSLATED},
{1,0,'2',NULL, NULL, CR_UNTRANSLATED},
{1,0,'3',NULL, NULL, CR_UNTRANSLATED},
{1,0,'4',NULL, NULL, CR_UNTRANSLATED},
{1,0,'5',NULL, NULL, CR_UNTRANSLATED},
{1,0,'6',NULL, NULL, CR_UNTRANSLATED},
{1,0,'7',NULL, NULL, CR_UNTRANSLATED},
{1,0,'8',NULL, NULL, CR_UNTRANSLATED},
};
static oldmenu_t SaveDef =
{
countof(LoadMenu),
SaveMenu,
M_DrawSave,
80,54,
0
};
// CODE --------------------------------------------------------------------
// [RH] Most menus can now be accessed directly
// through console commands.
CCMD (menu_main)
{
M_StartControlPanel (true);
M_SetupNextMenu (TopLevelMenu);
}
CCMD (menu_load)
{ // F3
M_StartControlPanel (true);
M_LoadGame (0);
}
CCMD (menu_save)
{ // F2
M_StartControlPanel (true);
M_SaveGame (0);
}
CCMD (menu_help)
{ // F1
M_StartControlPanel (true);
M_ReadThis (0);
}
CCMD (quicksave)
{ // F6
//M_StartControlPanel (true);
S_Sound (CHAN_VOICE, "menu/activate", 1, ATTN_NONE);
M_QuickSave();
}
CCMD (quickload)
{ // F9
//M_StartControlPanel (true);
S_Sound (CHAN_VOICE, "menu/activate", 1, ATTN_NONE);
M_QuickLoad();
}
CCMD (menu_endgame)
{ // F7
//M_StartControlPanel (true);
S_Sound (CHAN_VOICE, "menu/activate", 1, ATTN_NONE);
M_EndGame(0);
}
CCMD (menu_quit)
{ // F10
//M_StartControlPanel (true);
S_Sound (CHAN_VOICE, "menu/activate", 1, ATTN_NONE);
M_QuitGame(0);
}
CCMD (menu_game)
{
M_StartControlPanel (true);
M_NewGame(0);
}
CCMD (menu_options)
{
M_StartControlPanel (true);
M_Options(0);
}
CCMD (menu_player)
{
M_StartControlPanel (true);
M_PlayerSetup ();
}
CCMD (bumpgamma)
{
// [RH] Gamma correction tables are now generated
// on the fly for *any* gamma level.
// Q: What are reasonable limits to use here?
float newgamma = Gamma + 0.1;
if (newgamma > 3.0)
newgamma = 1.0;
Gamma = newgamma;
Printf ("Gamma correction level %g\n", *Gamma);
}
void M_ActivateMenuInput ()
{
ResetButtonStates ();
menuactive = MENU_On;
// Pause sound effects before we play the menu switch sound.
// That way, it won't be paused.
P_CheckTickerPaused ();
}
void M_DeactivateMenuInput ()
{
menuactive = MENU_Off;
}
void M_DrawFiles ()
{
}
void M_GameFiles (int choice)
{
M_SetupNextMenu (&FilesMenu);
}
//
// M_ReadSaveStrings
//
// Find savegames and read their titles
//
static void M_ReadSaveStrings ()
{
if (SaveGames.IsEmpty ())
{
void *filefirst;
findstate_t c_file;
FString filter;
atterm (M_UnloadSaveStrings);
filter = G_BuildSaveName ("*.zds", -1);
filefirst = I_FindFirst (filter.GetChars(), &c_file);
if (filefirst != ((void *)(-1)))
{
do
{
// I_FindName only returns the file's name and not its full path
FString filepath = G_BuildSaveName (I_FindName(&c_file), -1);
FILE *file = fopen (filepath, "rb");
if (file != NULL)
{
PNGHandle *png;
char sig[16];
char title[SAVESTRINGSIZE+1];
bool oldVer = true;
bool addIt = false;
bool missing = false;
// ZDoom 1.23 betas 21-33 have the savesig first.
// Earlier versions have the savesig second.
// Later versions have the savegame encapsulated inside a PNG.
//
// Old savegame versions are always added to the menu so
// the user can easily delete them if desired.
title[SAVESTRINGSIZE] = 0;
if (NULL != (png = M_VerifyPNG (file)))
{
char *ver = M_GetPNGText (png, "ZDoom Save Version");
char *engine = M_GetPNGText (png, "Engine");
if (ver != NULL)
{
if (!M_GetPNGText (png, "Title", title, SAVESTRINGSIZE))
{
strncpy (title, I_FindName(&c_file), SAVESTRINGSIZE);
}
if (strncmp (ver, SAVESIG, 9) == 0 &&
atoi (ver+9) >= MINSAVEVER &&
engine != NULL)
{
// Was saved with a compatible ZDoom version,
// so check if it's for the current game.
// If it is, add it. Otherwise, ignore it.
char *iwad = M_GetPNGText (png, "Game WAD");
if (iwad != NULL)
{
if (stricmp (iwad, Wads.GetWadName (FWadCollection::IWAD_FILENUM)) == 0)
{
addIt = true;
oldVer = false;
missing = !G_CheckSaveGameWads (png, false);
}
delete[] iwad;
}
}
else
{ // An old version
addIt = true;
}
delete[] ver;
}
if (engine != NULL)
{
delete[] engine;
}
delete png;
}
else
{
fseek (file, 0, SEEK_SET);
if (fread (sig, 1, 16, file) == 16)
{
if (strncmp (sig, "ZDOOMSAVE", 9) == 0)
{
if (fread (title, 1, SAVESTRINGSIZE, file) == SAVESTRINGSIZE)
{
addIt = true;
}
}
else
{
memcpy (title, sig, 16);
if (fread (title + 16, 1, SAVESTRINGSIZE-16, file) == SAVESTRINGSIZE-16 &&
fread (sig, 1, 16, file) == 16 &&
strncmp (sig, "ZDOOMSAVE", 9) == 0)
{
addIt = true;
}
}
}
}
if (addIt)
{
FSaveGameNode *node = new FSaveGameNode;
node->Filename = filepath;
node->bOldVersion = oldVer;
node->bMissingWads = missing;
memcpy (node->Title, title, SAVESTRINGSIZE);
M_InsertSaveNode (node);
}
fclose (file);
}
} while (I_FindNext (filefirst, &c_file) == 0);
I_FindClose (filefirst);
}
}
if (SelSaveGame == NULL || SelSaveGame->Succ == NULL)
{
SelSaveGame = static_cast<FSaveGameNode *>(SaveGames.Head);
}
}
static void M_UnloadSaveStrings()
{
M_UnloadSaveData();
while (!SaveGames.IsEmpty())
{
M_RemoveSaveSlot (static_cast<FSaveGameNode *>(SaveGames.Head));
}
}
static FSaveGameNode *M_RemoveSaveSlot (FSaveGameNode *file)
{
FSaveGameNode *next = static_cast<FSaveGameNode *>(file->Succ);
if (file == TopSaveGame)
{
TopSaveGame = next;
}
if (quickSaveSlot == file)
{
quickSaveSlot = NULL;
}
if (lastSaveSlot == file)
{
lastSaveSlot = NULL;
}
file->Remove ();
delete file;
return next;
}
void M_InsertSaveNode (FSaveGameNode *node)
{
FSaveGameNode *probe;
if (SaveGames.IsEmpty ())
{
SaveGames.AddHead (node);
return;
}
if (node->bOldVersion)
{ // Add node at bottom of list
probe = static_cast<FSaveGameNode *>(SaveGames.TailPred);
while (probe->Pred != NULL && probe->bOldVersion &&
stricmp (node->Title, probe->Title) < 0)
{
probe = static_cast<FSaveGameNode *>(probe->Pred);
}
node->Insert (probe);
}
else
{ // Add node at top of list
probe = static_cast<FSaveGameNode *>(SaveGames.Head);
while (probe->Succ != NULL && !probe->bOldVersion &&
stricmp (node->Title, probe->Title) > 0)
{
probe = static_cast<FSaveGameNode *>(probe->Succ);
}
node->InsertBefore (probe);
}
}
void M_NotifyNewSave (const char *file, const char *title, bool okForQuicksave)
{
FSaveGameNode *node;
if (file == NULL)
return;
M_ReadSaveStrings ();
// See if the file is already in our list
for (node = static_cast<FSaveGameNode *>(SaveGames.Head);
node->Succ != NULL;
node = static_cast<FSaveGameNode *>(node->Succ))
{
#ifdef unix
if (node->Filename.Compare (file) == 0)
#else
if (node->Filename.CompareNoCase (file) == 0)
#endif
{
strcpy (node->Title, title);
node->bOldVersion = false;
node->bMissingWads = false;
break;
}
}
if (node->Succ == NULL)
{
node = new FSaveGameNode;
strcpy (node->Title, title);
node->Filename = file;
node->bOldVersion = false;
node->bMissingWads = false;
M_InsertSaveNode (node);
SelSaveGame = node;
}
if (okForQuicksave)
{
if (quickSaveSlot == NULL) quickSaveSlot = node;
lastSaveSlot = node;
}
}
//
// M_LoadGame & Cie.
//
void M_DrawLoad (void)
{
if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
{
FTexture *title = TexMan["M_LOADG"];
screen->DrawTexture (title,
- 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,
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);
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,
DTA_CleanNoMove, true, TAG_DONE);
}
else
{
const char * text = GStrings("MNU_SAVEGAME");
screen->DrawText (CR_UNTRANSLATED,
(SCREENWIDTH - BigFont->StringWidth (text)*CleanXfac)/2, 10*CleanYfac,
text, DTA_CleanNoMove, true, TAG_DONE);
}
screen->SetFont (SmallFont);
M_DrawSaveLoadCommon ();
}
//
// M_Responder calls this when the user is finished
//
void M_DoSave (FSaveGameNode *node)
{
if (node != &NewSaveNode)
{
G_SaveGame (node->Filename.GetChars(), savegamestring);
}
else
{
// Find an unused filename and save as that
FString filename;
int i;
FILE *test;
for (i = 0;; ++i)
{
filename = G_BuildSaveName ("save", i);
test = fopen (filename, "rb");
if (test == NULL)
{
break;
}
fclose (test);
}
G_SaveGame (filename, savegamestring);
}
M_ClearMenus ();
BorderNeedRefresh = screen->GetPageCount ();
}
//
// Selected from DOOM menu
//
void M_SaveGame (int choice)
{
if (!usergame || (players[consoleplayer].health <= 0 && !multiplayer))
{
M_StartMessage (GStrings("SAVEDEAD"), NULL, false);
return;
}
if (gamestate != GS_LEVEL)
return;
M_SetupNextMenu(&SaveDef);
drawSkull = false;
M_ReadSaveStrings();
SaveGames.AddHead (&NewSaveNode);
TopSaveGame = static_cast<FSaveGameNode *>(SaveGames.Head);
if (lastSaveSlot == NULL)
{
SelSaveGame = &NewSaveNode;
}
else
{
SelSaveGame = lastSaveSlot;
}
M_ExtractSaveData (SelSaveGame);
}
//
// M_QuickSave
//
void M_QuickSaveResponse (int ch)
{
if (ch == 'y')
{
M_DoSave (quickSaveSlot);
S_Sound (CHAN_VOICE, "menu/dismiss", 1, ATTN_NONE);
}
}
void M_QuickSave ()
{
if (!usergame || (players[consoleplayer].health <= 0 && !multiplayer))
{
S_Sound (CHAN_VOICE, "menu/invalid", 1, ATTN_NONE);
return;
}
if (gamestate != GS_LEVEL)
return;
if (quickSaveSlot == NULL)
{
M_StartControlPanel(false);
M_SaveGame (0);
return;
}
sprintf (tempstring, GStrings("QSPROMPT"), quickSaveSlot->Title);
strcpy (savegamestring, quickSaveSlot->Title);
M_StartMessage (tempstring, M_QuickSaveResponse, true);
}
//
// M_QuickLoad
//
void M_QuickLoadResponse (int ch)
{
if (ch == 'y')
{
M_LoadSelect (quickSaveSlot);
S_Sound (CHAN_VOICE, "menu/dismiss", 1, ATTN_NONE);
}
}
void M_QuickLoad ()
{
if (netgame)
{
M_StartMessage (GStrings("QLOADNET"), NULL, false);
return;
}
if (quickSaveSlot == NULL)
{
M_StartControlPanel(false);
// signal that whatever gets loaded should be the new quicksave
quickSaveSlot = (FSaveGameNode *)1;
M_LoadGame (0);
return;
}
sprintf (tempstring, GStrings("QLPROMPT"), quickSaveSlot->Title);
M_StartMessage (tempstring, M_QuickLoadResponse, true);
}
//
// Read This Menus
//
void M_DrawReadThis ()
{
- 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;
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)
{
- 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]];
}
if (InfoType > 1)
{
prevpic = TexMan[gameinfo.info.infoPage[InfoType-2]];
}
}
alpha = MIN<fixed_t> (Scale (gametic - InfoTic, OPAQUE, TICRATE/3), OPAQUE);
if (alpha < OPAQUE && prevpic != NULL)
{
screen->DrawTexture (prevpic, 0, 0,
DTA_DestWidth, screen->GetWidth(),
DTA_DestHeight, screen->GetHeight(),
TAG_DONE);
}
screen->DrawTexture (tex, 0, 0,
DTA_DestWidth, screen->GetWidth(),
DTA_DestHeight, screen->GetHeight(),
DTA_Alpha, alpha,
TAG_DONE);
}
//
// M_DrawMainMenu
//
void M_DrawMainMenu (void)
{
if (gameinfo.gametype == GAME_Doom)
{
screen->DrawTexture (TexMan["M_DOOM"], 94, 2, DTA_Clean, true, TAG_DONE);
}
else
{
screen->DrawTexture (TexMan["M_STRIFE"], 84, 2, DTA_Clean, true, TAG_DONE);
}
}
void M_DrawHereticMainMenu ()
{
char name[9];
screen->DrawTexture (TexMan["M_HTIC"], 88, 0, DTA_Clean, true, TAG_DONE);
if (gameinfo.gametype == GAME_Hexen)
{
int frame = (MenuTime / 5) % 7;
sprintf (name, "FBUL%c0", (frame+2)%7 + 'A');
screen->DrawTexture (TexMan[name], 37, 80, DTA_Clean, true, TAG_DONE);
sprintf (name, "FBUL%c0", frame + 'A');
screen->DrawTexture (TexMan[name], 278, 80, DTA_Clean, true, TAG_DONE);
}
else
{
int frame = (MenuTime / 3) % 18;
sprintf (name, "M_SKL%.2d", 17 - frame);
screen->DrawTexture (TexMan[name], 40, 10, DTA_Clean, true, TAG_DONE);
sprintf (name, "M_SKL%.2d", frame);
screen->DrawTexture (TexMan[name], 232, 10, DTA_Clean, true, TAG_DONE);
}
}
//
// M_NewGame
//
void M_DrawNewGame(void)
{
if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
{
screen->DrawTexture (TexMan[gameinfo.gametype == GAME_Doom ? "M_NEWG" : "M_NGAME"], 96, 14, DTA_Clean, true, TAG_DONE);
screen->DrawTexture (TexMan["M_SKILL"], 54, 38, DTA_Clean, true, TAG_DONE);
}
}
void M_NewGame(int choice)
{
if (netgame && !demoplayback)
{
M_StartMessage (GStrings("NEWGAME"), NULL, false);
return;
}
// Set up episode menu positioning
if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
{
EpiDef.x = 48;
EpiDef.y = 63;
}
else
{
EpiDef.x = 80;
EpiDef.y = 50;
}
if (EpiDef.numitems > 4)
{
EpiDef.y -= LINEHEIGHT;
}
epi = 0;
if (gameinfo.gametype == GAME_Hexen && ClassMenuDef.numitems == 0)
{ // [RH] Make the default entry the last class the player used.
ClassMenu.lastOn = players[consoleplayer].userinfo.PlayerClass;
if (ClassMenu.lastOn < 0)
{
ClassMenu.lastOn = 3;
}
M_SetupNextMenu (&ClassMenu);
}
// [GRB] Class select
else if (ClassMenuDef.numitems > 1)
{
ClassMenuDef.lastOn = ClassMenuDef.numitems - 1;
if (players[consoleplayer].userinfo.PlayerClass >= 0)
{
int n = 0;
for (int i = 0; i < (int)PlayerClasses.Size () && n < 7; i++)
{
if (!(PlayerClasses[i].Flags & PCF_NOMENU))
{
if (i == players[consoleplayer].userinfo.PlayerClass)
{
ClassMenuDef.lastOn = n;
break;
}
n++;
}
}
}
PickPlayerClass ();
PlayerState = GetDefaultByType (PlayerClass->Type)->SeeState;
PlayerTics = PlayerState->GetTics();
if (FireTexture == NULL)
{
FireTexture = new FBackdropTexture;
}
M_SetupNextMenu (&ClassMenuDef);
}
else if (EpiDef.numitems <= 1)
{
if (EpisodeNoSkill[0])
{
M_ChooseSkill(2);
}
else
{
M_StartupSkillMenu(NULL);
}
}
else
{
M_SetupNextMenu (&EpiDef);
}
}
//==========================================================================
//
// DrawClassMenu
//
//==========================================================================
static void DrawClassMenu(void)
{
char name[9];
int classnum;
static const char boxLumpName[3][7] =
{
"M_FBOX",
"M_CBOX",
"M_MBOX"
};
static const char walkLumpName[3][10] =
{
"M_FWALK%d",
"M_CWALK%d",
"M_MWALK%d"
};
const char * text = GStrings("MNU_CHOOSECLASS");
screen->DrawText (CR_UNTRANSLATED, 34, 24, text, DTA_Clean, true, TAG_DONE);
classnum = itemOn;
if (classnum > 2)
{
classnum = (MenuTime>>2) % 3;
}
screen->DrawTexture (TexMan[boxLumpName[classnum]], 174, 8, DTA_Clean, true, TAG_DONE);
sprintf (name, walkLumpName[classnum], ((MenuTime >> 3) & 3) + 1);
screen->DrawTexture (TexMan[name], 174+24, 8+12, DTA_Clean, true, TAG_DONE);
}
// [GRB] Class select drawer
static void M_DrawClassMenu ()
{
int tit_y = 15;
const char * text = GStrings("MNU_CHOOSECLASS");
if (ClassMenuDef.numitems > 4 && gameinfo.gametype & GAME_Raven)
tit_y = 2;
screen->DrawText (gameinfo.gametype == GAME_Doom ? CR_RED : CR_UNTRANSLATED,
160 - BigFont->StringWidth (text)/2,
tit_y,
text, DTA_Clean, true, TAG_DONE);
int x = (200-160)*CleanXfac+(SCREENWIDTH>>1);
int y = (ClassMenuDef.y-100)*CleanYfac+(SCREENHEIGHT>>1);
if (!FireTexture)
{
screen->Clear (x, y, x + 72 * CleanXfac, y + 80 * CleanYfac-1, 0, 0);
}
else
{
screen->DrawTexture (FireTexture, x, y - 1,
DTA_DestWidth, 72 * CleanXfac,
DTA_DestHeight, 80 * CleanYfac,
DTA_Translation, &FireRemap,
DTA_Masked, true,
TAG_DONE);
}
M_DrawFrame (x, y, 72*CleanXfac, 80*CleanYfac-1);
spriteframe_t *sprframe = &SpriteFrames[sprites[PlayerState->sprite.index].spriteframes + PlayerState->GetFrame()];
fixed_t scaleX = GetDefaultByType (PlayerClass->Type)->scaleX;
fixed_t scaleY = GetDefaultByType (PlayerClass->Type)->scaleY;
if (sprframe != NULL)
{
FTexture *tex = TexMan(sprframe->Texture[0]);
if (tex != NULL && tex->UseType != FTexture::TEX_Null)
{
screen->DrawTexture (tex,
x + 36*CleanXfac, y + 71*CleanYfac,
DTA_DestWidth, MulScale16 (tex->GetWidth() * CleanXfac, scaleX),
DTA_DestHeight, MulScale16 (tex->GetHeight() * CleanYfac, scaleY),
TAG_DONE);
}
}
}
//---------------------------------------------------------------------------
//
// PROC DrawSkillMenu
//
//---------------------------------------------------------------------------
static void DrawHexenSkillMenu()
{
screen->DrawText (CR_UNTRANSLATED, 74, 16, GStrings("MNU_CHOOSESKILL"), DTA_Clean, true, TAG_DONE);
}
//
// M_Episode
//
void M_DrawEpisode ()
{
if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
{
screen->DrawTexture (TexMan["M_EPISOD"], 54, 38, DTA_Clean, true, TAG_DONE);
}
}
static int confirmskill;
void M_VerifyNightmare (int ch)
{
if (ch != 'y')
return;
G_DeferedInitNew (EpisodeMaps[epi], confirmskill);
if (gamestate == GS_FULLCONSOLE)
{
gamestate = GS_HIDECONSOLE;
gameaction = ga_newgame;
}
M_ClearMenus ();
}
void M_ChooseSkill (int choice)
{
if (AllSkills[choice].MustConfirm)
{
const char *msg = AllSkills[choice].MustConfirmText;
if (*msg==0) msg = GStrings("NIGHTMARE");
if (*msg=='$') msg = GStrings(msg+1);
confirmskill = choice;
M_StartMessage (msg, M_VerifyNightmare, true);
return;
}
G_DeferedInitNew (EpisodeMaps[epi], choice);
if (gamestate == GS_FULLCONSOLE)
{
gamestate = GS_HIDECONSOLE;
gameaction = ga_newgame;
}
M_ClearMenus ();
}
void M_Episode (int choice)
{
if ((gameinfo.flags & GI_SHAREWARE) && choice)
{
if (gameinfo.gametype == GAME_Doom)
{
M_StartMessage(GStrings("SWSTRING"),NULL,false);
//M_SetupNextMenu(&ReadDef);
}
else
{
showSharewareMessage = 3*TICRATE;
}
return;
}
epi = choice;
if (EpisodeNoSkill[choice])
{
M_ChooseSkill(2);
return;
}
M_StartupSkillMenu(NULL);
}
//==========================================================================
//
// SCClass
//
//==========================================================================
static void SCClass (int option)
{
if (netgame)
{
M_StartMessage (GStrings("NEWGAME"), NULL, false);
return;
}
if (option == 3)
playerclass = "Random";
else
playerclass = PlayerClasses[option].Type->Meta.GetMetaString (APMETA_DisplayName);
if (EpiDef.numitems > 1)
{
M_SetupNextMenu (&EpiDef);
}
else if (!EpisodeNoSkill[0])
{
M_StartupSkillMenu(playerclass);
}
else
{
M_ChooseSkill(2);
}
}
// [GRB]
static void M_ChooseClass (int choice)
{
if (netgame)
{
M_StartMessage (GStrings("NEWGAME"), NULL, false);
return;
}
playerclass = (choice < ClassMenuDef.numitems-1) ? ClassMenuItems[choice].name : "Random";
if (EpiDef.numitems > 1)
{
M_SetupNextMenu (&EpiDef);
}
else if (EpisodeNoSkill[0])
{
M_ChooseSkill(2);
}
else
{
M_StartupSkillMenu(playerclass);
}
}
void M_Options (int choice)
{
OptionsActive = M_StartOptionsMenu ();
}
//
// M_EndGame
//
void M_EndGameResponse(int ch)
{
if (ch != 'y')
return;
currentMenu->lastOn = itemOn;
M_ClearMenus ();
D_StartTitle ();
}
void M_EndGame(int choice)
{
choice = 0;
if (!usergame)
{
S_Sound (CHAN_VOICE, "menu/invalid", 1, ATTN_NONE);
return;
}
if (netgame)
{
M_StartMessage(GStrings("NETEND"),NULL,false);
return;
}
M_StartMessage(GStrings("ENDGAME"),M_EndGameResponse,true);
}
//
// M_ReadThis
//
void M_ReadThis (int choice)
{
drawSkull = false;
InfoType = 1;
InfoTic = gametic;
M_SetupNextMenu (&ReadDef);
}
void M_ReadThisMore (int choice)
{
InfoType++;
InfoTic = gametic;
if (gameinfo.flags & GI_INFOINDEXED)
{
if (InfoType >= gameinfo.info.indexed.numPages)
{
M_FinishReadThis (0);
}
}
else if (InfoType > 2)
{
M_FinishReadThis (0);
}
}
void M_FinishReadThis (int choice)
{
drawSkull = true;
M_PopMenuStack ();
}
//
// M_QuitGame
//
void M_QuitResponse(int ch)
{
if (ch != 'y')
return;
if (!netgame)
{
if (gameinfo.quitSound)
{
- Removed precompiled header option for GL code because it caused more problems than the minimal amount of saved time was worth. Update to ZDoom r833: - Disabled scrolling of 3DMIDTEX textures. Due to the special needs this cannot work properly. - Added new Scroll_Wall special to allow more control over wall scrolling. Since it uses fixed point parameters it can only be used in scripts though. - Added flags parameters to all wall scroller specials that didn't use all 5 args. - Separated scrolling of the 3 different texture parts of a sidedef. While doing this I did some more restructuring of the sidedef structure and changed it so that all state changes to sidedefs that affect rendering have to be made with access functions. This is not of much use to the software renderer but it allows far easier caching of rendering data for OpenGL because the only place I need to check is in the access functions. - Added Karate Chris's ThingCountSector submission. - Made texture indices in FSwitchDef full integers. Since that required some data restructuring I also eliminated the MAX_FRAMES limit of 128 per switch. - Removed some debug output from SBarInfo::ParseSBarInfo(). - Fixed: Heretic linetype translations included the wrong file. - Removed ATTN_SURROUND, since FMOD Ex doesn't exactly support it, and it only worked as intended on stereo speakers anyway. - Cleaned out ancient crud from i_sound.cpp. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@67 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-21 21:15:56 +00:00
S_Sound (CHAN_VOICE, gameinfo.quitSound, 1, ATTN_NONE);
I_WaitVBL (105);
}
}
ST_Endoom();
}
void M_QuitGame (int choice)
{
// We pick index 0 which is language sensitive,
// or one at random, between 1 and maximum number.
if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
{
int quitmsg = gametic % (gameinfo.gametype == GAME_Doom ? NUM_QUITDOOMMESSAGES : NUM_QUITSTRIFEMESSAGES - 1);
if (quitmsg != 0 || gameinfo.gametype == GAME_Strife)
{
EndString.Format("QUITMSG%d", quitmsg + (gameinfo.gametype == GAME_Doom ? 0 : NUM_QUITDOOMMESSAGES + 1));
EndString.Format("%s\n\n%s", GStrings(EndString), GStrings("DOSY"));
}
else
{
EndString.Format("%s\n\n%s", GStrings("QUITMSG"), GStrings("DOSY"));
}
}
else
{
EndString = GStrings("RAVENQUITMSG");
}
M_StartMessage (EndString, M_QuitResponse, true);
}
//
// [RH] Player Setup Menu code
//
void M_PlayerSetup (void)
{
OptionsActive = false;
drawSkull = true;
strcpy (savegamestring, name);
M_DemoNoPlay = true;
if (demoplayback)
G_CheckDemoStatus ();
M_SetupNextMenu (&PSetupDef);
if (players[consoleplayer].mo != NULL)
{
PlayerClass = &PlayerClasses[players[consoleplayer].CurrentPlayerClass];
}
PlayerSkin = players[consoleplayer].userinfo.skin;
R_GetPlayerTranslation (players[consoleplayer].userinfo.color, &skins[PlayerSkin], translationtables[TRANSLATION_Players][MAXPLAYERS]);
PlayerState = GetDefaultByType (PlayerClass->Type)->SeeState;
PlayerTics = PlayerState->GetTics();
if (FireTexture == NULL)
{
FireTexture = new FBackdropTexture;
}
}
static void M_PlayerSetupTicker (void)
{
// Based on code in f_finale.c
FPlayerClass *oldclass = PlayerClass;
if (currentMenu == &ClassMenuDef)
{
int item;
if (itemOn < ClassMenuDef.numitems-1)
item = itemOn;
else
item = (MenuTime>>2) % (ClassMenuDef.numitems-1);
PlayerClass = &PlayerClasses[D_PlayerClassToInt (ClassMenuItems[item].name)];
}
else
{
PickPlayerClass ();
}
if (PlayerClass != oldclass)
{
PlayerState = GetDefaultByType (PlayerClass->Type)->SeeState;
PlayerTics = PlayerState->GetTics();
PlayerSkin = R_FindSkin (skins[PlayerSkin].name, PlayerClass - &PlayerClasses[0]);
R_GetPlayerTranslation (players[consoleplayer].userinfo.color,
&skins[PlayerSkin], translationtables[TRANSLATION_Players][MAXPLAYERS]);
}
if (PlayerState->GetTics () != -1 && PlayerState->GetNextState () != NULL)
{
if (--PlayerTics > 0)
return;
PlayerState = PlayerState->GetNextState();
PlayerTics = PlayerState->GetTics();
}
}
static void M_PlayerSetupDrawer ()
{
int x, xo, yo;
EColorRange label, value;
DWORD color;
if (!(gameinfo.gametype & (GAME_Doom|GAME_Strife)))
{
xo = 5;
yo = 5;
label = CR_GREEN;
value = CR_UNTRANSLATED;
}
else
{
xo = yo = 0;
label = CR_UNTRANSLATED;
value = CR_GREY;
}
// Draw title
const char * text = GStrings("MNU_PLAYERSETUP");
screen->DrawText (gameinfo.gametype == GAME_Doom ? CR_RED : CR_UNTRANSLATED,
160 - BigFont->StringWidth (text)/2,
15,
text, DTA_Clean, true, TAG_DONE);
screen->SetFont (SmallFont);
// Draw player name box
screen->DrawText (label, PSetupDef.x, PSetupDef.y+yo, "Name", DTA_Clean, true, TAG_DONE);
M_DrawSaveLoadBorder (PSetupDef.x + 56, PSetupDef.y, MAXPLAYERNAME+1);
screen->DrawText (CR_UNTRANSLATED, PSetupDef.x + 56 + xo, PSetupDef.y+yo, savegamestring,
DTA_Clean, true, TAG_DONE);
// Draw cursor for player name box
if (genStringEnter)
screen->DrawText (CR_UNTRANSLATED,
PSetupDef.x + SmallFont->StringWidth(savegamestring) + 56+xo,
PSetupDef.y + yo, underscore, DTA_Clean, true, TAG_DONE);
// Draw player team setting
x = SmallFont->StringWidth ("Team") + 8 + PSetupDef.x;
screen->DrawText (label, PSetupDef.x, PSetupDef.y + LINEHEIGHT+yo, "Team",
DTA_Clean, true, TAG_DONE);
screen->DrawText (value, x, PSetupDef.y + LINEHEIGHT+yo,
!TEAMINFO_IsValidTeam (players[consoleplayer].userinfo.team) ? "None" :
teams[players[consoleplayer].userinfo.team].name,
DTA_Clean, true, TAG_DONE);
// Draw player character
{
int x = 320 - 88 - 32 + xo, y = PSetupDef.y + LINEHEIGHT*3 - 18 + yo;
x = (x-160)*CleanXfac+(SCREENWIDTH>>1);
y = (y-100)*CleanYfac+(SCREENHEIGHT>>1);
if (!FireTexture)
{
screen->Clear (x, y, x + 72 * CleanXfac, y + 80 * CleanYfac-1, 0, 0);
}
else
{
screen->DrawTexture (FireTexture, x, y - 1,
DTA_DestWidth, 72 * CleanXfac,
DTA_DestHeight, 80 * CleanYfac,
DTA_Translation, &FireRemap,
DTA_Masked, false,
TAG_DONE);
}
M_DrawFrame (x, y, 72*CleanXfac, 80*CleanYfac-1);
}
{
spriteframe_t *sprframe;
- Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: When a suspended FraggleScript script was restarted all its variables were destroyed. Update to ZDoom r952: - Fixed: FString::StripRight() stripped the final character of the string if there were no designated characters to strip at the end of it. - Added support for Shoutcast/Icecast playlists. - Added an error message when a playlist could not be opened. - Added support for PLS format playlists, in addition to M3U. - Changed FPlayList to use an array of FStrings. - Fixed: Playlists required every song to be specified by an absolute path. - Fixed a copy-and-paste error in win32/i_main.cpp for 64-bit mode. - Tweaked OPL centering a little. - Added dynamic recentering for the OPL synth. The chip has four basic waveforms, and three of them are non-negative. This can cause a tendency for the resulting output waveform to go into very high ranges depending on the timbres used, and Heretic's exemplify this problem. - Reduced the OPL volume level slightly. - Fixed: The waveform view from snd_drawoutput was upside-down. - Various fixes for compiling working 64-bit binaries with Visual C++. The number of changes was pleasantly small, and a cursory check seems to show everything working alright. - Separated the skin scale values into separate X and Y values so that skins automatically generated for different player classes can use both the scaling values that can be set for the actor. - Fixed: Any MIDI ticks that contain only events that are interpreted by the MIDI parser and not passed on to the MIDI device would mess up timing for future events. - Changed EMIDI controller 110-113 handling to more accurately match the EMIDI specs: Track designations and exclusions should be ignored past the initial beat, and EMIDI program change and volume events should be ignored unless they were used in the initial beat. - Fixed: When FMOD::System::init() returns FMOD_ERR_OUTPUT_CREATEBUFFER, it could also be because the user selected PCM-Float output, but the driver doesn't support it (even if it claims to *cough*Audigy XP drivers*cough*). git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@101 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-01 21:45:22 +00:00
fixed_t ScaleX, ScaleY;
if (GetDefaultByType (PlayerClass->Type)->flags4 & MF4_NOSKIN ||
players[consoleplayer].userinfo.PlayerClass == -1 ||
PlayerState->sprite.index != GetDefaultByType (PlayerClass->Type)->SpawnState->sprite.index)
{
sprframe = &SpriteFrames[sprites[PlayerState->sprite.index].spriteframes + PlayerState->GetFrame()];
- Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: When a suspended FraggleScript script was restarted all its variables were destroyed. Update to ZDoom r952: - Fixed: FString::StripRight() stripped the final character of the string if there were no designated characters to strip at the end of it. - Added support for Shoutcast/Icecast playlists. - Added an error message when a playlist could not be opened. - Added support for PLS format playlists, in addition to M3U. - Changed FPlayList to use an array of FStrings. - Fixed: Playlists required every song to be specified by an absolute path. - Fixed a copy-and-paste error in win32/i_main.cpp for 64-bit mode. - Tweaked OPL centering a little. - Added dynamic recentering for the OPL synth. The chip has four basic waveforms, and three of them are non-negative. This can cause a tendency for the resulting output waveform to go into very high ranges depending on the timbres used, and Heretic's exemplify this problem. - Reduced the OPL volume level slightly. - Fixed: The waveform view from snd_drawoutput was upside-down. - Various fixes for compiling working 64-bit binaries with Visual C++. The number of changes was pleasantly small, and a cursory check seems to show everything working alright. - Separated the skin scale values into separate X and Y values so that skins automatically generated for different player classes can use both the scaling values that can be set for the actor. - Fixed: Any MIDI ticks that contain only events that are interpreted by the MIDI parser and not passed on to the MIDI device would mess up timing for future events. - Changed EMIDI controller 110-113 handling to more accurately match the EMIDI specs: Track designations and exclusions should be ignored past the initial beat, and EMIDI program change and volume events should be ignored unless they were used in the initial beat. - Fixed: When FMOD::System::init() returns FMOD_ERR_OUTPUT_CREATEBUFFER, it could also be because the user selected PCM-Float output, but the driver doesn't support it (even if it claims to *cough*Audigy XP drivers*cough*). git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@101 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-01 21:45:22 +00:00
ScaleX = GetDefaultByType(PlayerClass->Type)->scaleX;
ScaleY = GetDefaultByType(PlayerClass->Type)->scaleY;
}
else
{
sprframe = &SpriteFrames[sprites[skins[PlayerSkin].sprite].spriteframes + PlayerState->GetFrame()];
- Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: When a suspended FraggleScript script was restarted all its variables were destroyed. Update to ZDoom r952: - Fixed: FString::StripRight() stripped the final character of the string if there were no designated characters to strip at the end of it. - Added support for Shoutcast/Icecast playlists. - Added an error message when a playlist could not be opened. - Added support for PLS format playlists, in addition to M3U. - Changed FPlayList to use an array of FStrings. - Fixed: Playlists required every song to be specified by an absolute path. - Fixed a copy-and-paste error in win32/i_main.cpp for 64-bit mode. - Tweaked OPL centering a little. - Added dynamic recentering for the OPL synth. The chip has four basic waveforms, and three of them are non-negative. This can cause a tendency for the resulting output waveform to go into very high ranges depending on the timbres used, and Heretic's exemplify this problem. - Reduced the OPL volume level slightly. - Fixed: The waveform view from snd_drawoutput was upside-down. - Various fixes for compiling working 64-bit binaries with Visual C++. The number of changes was pleasantly small, and a cursory check seems to show everything working alright. - Separated the skin scale values into separate X and Y values so that skins automatically generated for different player classes can use both the scaling values that can be set for the actor. - Fixed: Any MIDI ticks that contain only events that are interpreted by the MIDI parser and not passed on to the MIDI device would mess up timing for future events. - Changed EMIDI controller 110-113 handling to more accurately match the EMIDI specs: Track designations and exclusions should be ignored past the initial beat, and EMIDI program change and volume events should be ignored unless they were used in the initial beat. - Fixed: When FMOD::System::init() returns FMOD_ERR_OUTPUT_CREATEBUFFER, it could also be because the user selected PCM-Float output, but the driver doesn't support it (even if it claims to *cough*Audigy XP drivers*cough*). git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@101 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-01 21:45:22 +00:00
ScaleX = skins[PlayerSkin].ScaleX;
ScaleY = skins[PlayerSkin].ScaleY;
}
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),
- Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: When a suspended FraggleScript script was restarted all its variables were destroyed. Update to ZDoom r952: - Fixed: FString::StripRight() stripped the final character of the string if there were no designated characters to strip at the end of it. - Added support for Shoutcast/Icecast playlists. - Added an error message when a playlist could not be opened. - Added support for PLS format playlists, in addition to M3U. - Changed FPlayList to use an array of FStrings. - Fixed: Playlists required every song to be specified by an absolute path. - Fixed a copy-and-paste error in win32/i_main.cpp for 64-bit mode. - Tweaked OPL centering a little. - Added dynamic recentering for the OPL synth. The chip has four basic waveforms, and three of them are non-negative. This can cause a tendency for the resulting output waveform to go into very high ranges depending on the timbres used, and Heretic's exemplify this problem. - Reduced the OPL volume level slightly. - Fixed: The waveform view from snd_drawoutput was upside-down. - Various fixes for compiling working 64-bit binaries with Visual C++. The number of changes was pleasantly small, and a cursory check seems to show everything working alright. - Separated the skin scale values into separate X and Y values so that skins automatically generated for different player classes can use both the scaling values that can be set for the actor. - Fixed: Any MIDI ticks that contain only events that are interpreted by the MIDI parser and not passed on to the MIDI device would mess up timing for future events. - Changed EMIDI controller 110-113 handling to more accurately match the EMIDI specs: Track designations and exclusions should be ignored past the initial beat, and EMIDI program change and volume events should be ignored unless they were used in the initial beat. - Fixed: When FMOD::System::init() returns FMOD_ERR_OUTPUT_CREATEBUFFER, it could also be because the user selected PCM-Float output, but the driver doesn't support it (even if it claims to *cough*Audigy XP drivers*cough*). git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@101 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-01 21:45:22 +00:00
DTA_DestWidth, MulScale16 (tex->GetWidth() * CleanXfac, ScaleX),
DTA_DestHeight, MulScale16 (tex->GetHeight() * CleanYfac, ScaleY),
DTA_Translation, translationtables[TRANSLATION_Players](MAXPLAYERS),
TAG_DONE);
}
}
const char *str = "PRESS " TEXTCOLOR_WHITE "SPACE";
screen->DrawText (CR_GOLD, 320 - 52 - 32 -
SmallFont->StringWidth (str)/2,
PSetupDef.y + LINEHEIGHT*3 + 76, str,
DTA_Clean, true, TAG_DONE);
str = PlayerRotation ? "TO SEE FRONT" : "TO SEE BACK";
screen->DrawText (CR_GOLD, 320 - 52 - 32 -
SmallFont->StringWidth (str)/2,
PSetupDef.y + LINEHEIGHT*3 + 76 + SmallFont->GetHeight (), str,
DTA_Clean, true, TAG_DONE);
}
// Draw player color sliders
//V_DrawTextCleanMove (CR_GREY, PSetupDef.x, PSetupDef.y + LINEHEIGHT, "Color");
screen->DrawText (label, PSetupDef.x, PSetupDef.y + LINEHEIGHT*2+yo, "Red", DTA_Clean, true, TAG_DONE);
screen->DrawText (label, PSetupDef.x, PSetupDef.y + LINEHEIGHT*3+yo, "Green", DTA_Clean, true, TAG_DONE);
screen->DrawText (label, PSetupDef.x, PSetupDef.y + LINEHEIGHT*4+yo, "Blue", DTA_Clean, true, TAG_DONE);
x = SmallFont->StringWidth ("Green") + 8 + PSetupDef.x;
color = players[consoleplayer].userinfo.color;
M_DrawSlider (x, PSetupDef.y + LINEHEIGHT*2+yo, 0.0f, 255.0f, RPART(color));
M_DrawSlider (x, PSetupDef.y + LINEHEIGHT*3+yo, 0.0f, 255.0f, GPART(color));
M_DrawSlider (x, PSetupDef.y + LINEHEIGHT*4+yo, 0.0f, 255.0f, BPART(color));
// [GRB] Draw class setting
int pclass = players[consoleplayer].userinfo.PlayerClass;
x = SmallFont->StringWidth ("Class") + 8 + PSetupDef.x;
screen->DrawText (label, PSetupDef.x, PSetupDef.y + LINEHEIGHT*5+yo, "Class", DTA_Clean, true, TAG_DONE);
screen->DrawText (value, x, PSetupDef.y + LINEHEIGHT*5+yo,
pclass == -1 ? "Random" : PlayerClasses[pclass].Type->Meta.GetMetaString (APMETA_DisplayName),
DTA_Clean, true, TAG_DONE);
// Draw skin setting
x = SmallFont->StringWidth ("Skin") + 8 + PSetupDef.x;
screen->DrawText (label, PSetupDef.x, PSetupDef.y + LINEHEIGHT*6+yo, "Skin", DTA_Clean, true, TAG_DONE);
if (GetDefaultByType (PlayerClass->Type)->flags4 & MF4_NOSKIN ||
players[consoleplayer].userinfo.PlayerClass == -1)
{
screen->DrawText (value, x, PSetupDef.y + LINEHEIGHT*6+yo, "Base", DTA_Clean, true, TAG_DONE);
}
else
{
screen->DrawText (value, x, PSetupDef.y + LINEHEIGHT*6+yo,
skins[PlayerSkin].name, DTA_Clean, true, TAG_DONE);
}
// Draw gender setting
x = SmallFont->StringWidth ("Gender") + 8 + PSetupDef.x;
screen->DrawText (label, PSetupDef.x, PSetupDef.y + LINEHEIGHT*7+yo, "Gender", DTA_Clean, true, TAG_DONE);
screen->DrawText (value, x, PSetupDef.y + LINEHEIGHT*7+yo,
genders[players[consoleplayer].userinfo.gender], DTA_Clean, true, TAG_DONE);
// Draw autoaim setting
x = SmallFont->StringWidth ("Autoaim") + 8 + PSetupDef.x;
screen->DrawText (label, PSetupDef.x, PSetupDef.y + LINEHEIGHT*8+yo, "Autoaim", DTA_Clean, true, TAG_DONE);
screen->DrawText (value, x, PSetupDef.y + LINEHEIGHT*8+yo,
autoaim == 0 ? "Never" :
autoaim <= 0.25 ? "Very Low" :
autoaim <= 0.5 ? "Low" :
autoaim <= 1 ? "Medium" :
autoaim <= 2 ? "High" :
autoaim <= 3 ? "Very High" : "Always",
DTA_Clean, true, TAG_DONE);
}
// A 32x32 cloud rendered with Photoshop, plus some other filters
static BYTE pattern1[1024] =
{
5, 9, 7,10, 9,15, 9, 7, 8,10, 5, 3, 5, 7, 9, 8,14, 8, 4, 7, 8, 9, 5, 7,14, 7, 0, 7,13,13, 9, 6,
2, 7, 9, 7, 7,10, 8, 8,11,10, 6, 7,10, 7, 5, 6, 6, 4, 7,13,15,16,11,15,11, 8, 0, 4,13,22,17,11,
5, 9, 9, 7, 9,10, 4, 3, 6, 7, 8, 6, 5, 4, 2, 2, 1, 4, 6,11,15,15,14,13,17, 9, 5, 9,11,12,17,20,
9,16, 9, 8,12,13, 7, 3, 7, 9, 5, 4, 2, 5, 5, 5, 7,11, 6, 7, 6,13,17,10,10, 9,12,17,14,12,16,15,
15,13, 5, 3, 9,10, 4,10,12,12, 7, 9, 8, 8, 8,10, 7, 6, 5, 5, 5, 6,11, 9, 3,13,16,18,21,16,23,18,
23,13, 0, 0, 0, 0, 0,12,18,14,15,16,13, 7, 7, 5, 9, 6, 6, 8, 4, 0, 0, 0, 0,14,19,17,14,20,21,25,
19,20,14,13, 7, 5,13,19,14,13,17,15,14, 7, 3, 5, 6,11, 7, 7, 8, 8,10, 9, 9,18,17,15,14,15,18,16,
16,29,24,23,18, 9,17,20,11, 5,12,15,15,12, 6, 3, 4, 6, 7,10,13,18,18,19,16,12,17,19,23,16,14,14,
9,18,20,26,19, 5,18,18,10, 5,12,15,14,17,11, 6,11, 9,10,13,10,20,24,20,21,20,14,18,15,22,20,19,
0, 6,16,18, 8, 7,15,18,10,13,17,17,13,11,15,11,19,12,13,10, 4,15,19,21,21,24,14, 9,17,20,24,17,
18,17, 7, 7,16,21,22,15, 5,14,20,14,13,21,13, 8,12,14, 7, 8,11,15,13,11,16,17, 7, 5,12,17,19,14,
25,23,17,16,23,18,15, 7, 0, 6,11, 6,11,15,11, 7,12, 7, 4,10,16,13, 7, 7,15,13, 9,15,21,14, 5, 0,
18,22,21,21,21,22,12, 6,14,20,15, 6,10,19,13, 8, 7, 3, 7,12,14,16, 9,12,22,15,12,18,24,19,17, 9,
0,15,18,21,17,25,14,13,19,21,21,11, 6,13,16,16,12,10,12,11,13,20,14,13,18,13, 9,15,16,25,31,20,
5,20,24,16, 7,14,14,11,18,19,19, 6, 0, 5,11,14,17,16,19,14,15,21,19,15,14,14, 8, 0, 7,24,18,16,
9,17,15, 7, 6,14,12, 7,14,16,11, 4, 7, 6,13,16,15,13,12,20,21,20,21,17,18,26,14, 0,13,23,21,11,
9,12,18,11,15,21,13, 8,13,13,10, 7,13, 8, 8,19,13, 7, 4,15,19,18,14,12,14,15, 8, 6,16,22,22,15,
9,17,14,19,15,14,15, 9,11, 9, 6, 8,14,13,13,12, 5, 0, 0, 6,12,13, 7, 7, 9, 7, 0,12,21,16,15,18,
15,16,18,11, 6, 8,15, 9, 2, 0, 5,10,10,16, 9, 0, 4,12,15, 9,12, 9, 7, 7,12, 7, 0, 6,12, 6, 9,13,
12,19,15,14,11, 7, 8, 9,12,10, 5, 5, 7,12,12,10,14,16,16,11, 8,12,10,12,10, 8,10,10,14,12,16,16,
16,17,20,22,12,15,12,14,19,11, 6, 5,10,13,17,17,21,19,15, 9, 6, 9,15,18,10,10,18,14,20,15,16,17,
11,19,19,18,19,14,17,13,12,12, 7,11,18,17,16,15,19,19,10, 2, 0, 8,15,12, 8,11,12,10,19,20,19,19,
6,14,18,13,13,16,16,12, 5, 8,10,12,10,13,18,12, 9,10, 7, 6, 5,11, 8, 6, 7,13,16,13,10,15,20,14,
0, 5,12,12, 4, 0, 9,16, 9,10,12, 8, 0, 9,13, 9, 0, 2, 4, 7,10, 6, 7, 3, 4,11,16,18,10,11,21,21,
16,13,11,15, 8, 0, 5, 9, 8, 7, 6, 3, 0, 9,17, 9, 0, 0, 0, 3, 5, 4, 3, 5, 7,15,16,16,17,14,22,22,
24,14,15,12, 9, 0, 5,10, 8, 4, 7,12,10,11,12, 7, 6, 8, 6, 5, 7, 8, 8,11,13,10,15,14,12,18,20,16,
16,17,17,18,12, 9,12,16,10, 5, 6,20,13,15, 8, 4, 8, 9, 8, 7, 9,11,12,17,16,16,11,10, 9,10, 5, 0,
0,14,18,18,15,16,14, 9,10, 9, 9,15,14,10, 4, 6,10, 8, 8, 7,10, 9,10,16,18,10, 0, 0, 7,12,10, 8,
0,14,19,14, 9,11,11, 8, 8,10,15, 9,10, 7, 4,10,13, 9, 7, 5, 5, 7, 7, 7,13,13, 5, 5,14,22,18,16,
0,10,14,10, 3, 6, 5, 6, 8, 9, 8, 9, 5, 9, 8, 9, 6, 8, 8, 8, 1, 0, 0, 0, 9,17,12,12,17,19,20,13,
6,11,17,11, 5, 5, 8,10, 6, 5, 6, 6, 3, 7, 9, 7, 6, 8,12,10, 4, 8, 6, 6,11,16,16,15,16,17,17,16,
11, 9,10,10, 5, 6,12,10, 5, 1, 6,10, 5, 3, 3, 5, 4, 7,15,10, 7,13, 7, 8,15,11,15,15,15, 8,11,15,
};
// Just a 32x32 cloud rendered with the standard Photoshop filter
static BYTE pattern2[1024] =
{
9, 9, 8, 8, 8, 8, 6, 6,13,13,11,21,19,21,23,18,23,24,19,19,24,17,18,12, 9,14, 8,12,12, 5, 8, 6,
11,10, 6, 7, 8, 8, 9,13,10,11,17,15,23,22,23,22,20,26,27,26,17,21,20,14,12, 8,11, 8,11, 7, 8, 7,
6, 9,13,13,10, 9,13, 7,12,13,16,19,16,20,22,25,22,25,27,22,21,23,15,10,14,14,15,13,12, 8,12, 6,
6, 7,12,12,12,16, 9,12,12,15,16,11,21,24,19,24,23,26,28,27,26,21,14,15, 7, 7,10,15,12,11,10, 9,
7,14,11,16,12,18,16,14,16,14,11,14,15,21,23,17,20,18,26,24,27,18,20,11,11,14,10,17,17,10, 6,10,
13, 9,14,10,13,11,14,15,18,15,15,12,19,19,20,18,22,20,19,22,19,19,19,20,17,15,15,11,16,14,10, 8,
13,16,12,16,17,19,17,18,15,19,14,18,15,14,15,17,21,19,23,18,23,22,18,18,17,15,15,16,12,12,15,10,
10,12,14,10,16,11,18,15,21,20,20,17,18,19,16,19,14,20,19,14,19,25,22,21,22,24,18,12, 9, 9, 8, 6,
10,10,13, 9,15,13,20,19,22,18,18,17,17,21,21,13,13,12,19,18,16,17,27,26,22,23,20,17,12,11, 8, 9,
7,13,14,15,11,13,18,22,19,23,23,20,22,24,21,14,12,16,17,19,18,18,22,18,24,23,19,17,16,14, 8, 7,
12,12, 8, 8,16,20,26,25,28,28,22,29,23,22,21,18,13,16,15,15,20,17,25,24,19,17,17,17,15,10, 8, 9,
7,12,15,11,17,20,25,25,25,29,30,31,28,26,18,16,17,18,20,21,22,20,23,19,18,19,10,16,16,11,11, 8,
5, 6, 8,14,14,17,17,21,27,23,27,31,27,22,23,21,19,19,21,19,20,19,17,22,13,17,12,15,10,10,12, 6,
8, 9, 8,14,15,16,15,18,27,26,23,25,23,22,18,21,20,17,19,20,20,16,20,14,15,13,12, 8, 8, 7,11,13,
7, 6,11,11,11,13,15,22,25,24,26,22,24,26,23,18,24,24,20,18,20,16,17,12,12,12,10, 8,11, 9, 6, 8,
9,10, 9, 6, 5,14,16,19,17,21,26,20,23,19,19,17,20,21,26,25,23,21,17,13,12, 5,13,11, 7,12,10,12,
6, 5, 4,10,11, 9,10,13,17,20,20,18,23,26,27,20,21,24,20,19,24,20,18,10,11, 3, 6,13, 9, 6, 8, 8,
1, 2, 2,11,13,13,11,16,16,16,19,21,20,23,22,28,21,20,19,18,23,16,18, 7, 5, 9, 7, 6, 5,10, 8, 8,
0, 0, 6, 9,11,15,12,12,19,18,19,26,22,24,26,30,23,22,22,16,20,19,12,12, 3, 4, 6, 5, 4, 7, 2, 4,
2, 0, 0, 7,11, 8,14,13,15,21,26,28,25,24,27,26,23,24,22,22,15,17,12, 8,10, 7, 7, 4, 0, 5, 0, 1,
1, 2, 0, 1, 9,14,13,10,19,24,22,29,30,28,30,30,31,23,24,19,17,14,13, 8, 8, 8, 1, 4, 0, 0, 0, 3,
5, 2, 4, 2, 9, 8, 8, 8,18,23,20,27,30,27,31,25,28,30,28,24,24,15,11,14,10, 3, 4, 3, 0, 0, 1, 3,
9, 3, 4, 3, 5, 6, 8,13,14,23,21,27,28,27,28,27,27,29,30,24,22,23,13,15, 8, 6, 2, 0, 4, 3, 4, 1,
6, 5, 5, 3, 9, 3, 6,14,13,16,23,26,28,23,30,31,28,29,26,27,21,20,15,15,13, 9, 1, 0, 2, 0, 5, 8,
8, 4, 3, 7, 2, 0,10, 7,10,14,21,21,29,28,25,27,30,28,25,24,27,22,19,13,10, 5, 0, 0, 0, 0, 0, 7,
7, 6, 7, 0, 2, 2, 5, 6,15,11,19,24,22,29,27,31,30,30,31,28,23,18,14,14, 7, 5, 0, 0, 1, 0, 1, 0,
5, 5, 5, 0, 0, 4, 5,11, 7,10,13,20,21,21,28,31,28,30,26,28,25,21, 9,12, 3, 3, 0, 2, 2, 2, 0, 1,
3, 3, 0, 2, 0, 3, 5, 3,11,11,16,19,19,27,26,26,30,27,28,26,23,22,16, 6, 2, 2, 3, 2, 0, 2, 4, 0,
0, 0, 0, 3, 3, 1, 0, 4, 5, 9,11,16,24,20,28,26,28,24,28,25,22,21,16, 5, 7, 5, 7, 3, 2, 3, 3, 6,
0, 0, 2, 0, 2, 0, 4, 3, 8,12, 9,17,16,23,23,27,27,22,26,22,21,21,13,14, 5, 3, 7, 3, 2, 4, 6, 1,
2, 5, 6, 4, 0, 1, 5, 8, 7, 6,15,17,22,20,24,28,23,25,20,21,18,16,13,15,13,10, 8, 5, 5, 9, 3, 7,
7, 7, 0, 5, 1, 6, 7, 9,12, 9,12,21,22,25,24,22,23,25,24,18,24,22,17,13,10, 9,10, 9, 6,11, 6, 5,
};
const FTexture::Span FBackdropTexture::DummySpan[2] = { { 0, 160 }, { 0, 0 } };
FBackdropTexture::FBackdropTexture()
{
Width = 144;
Height = 160;
WidthBits = 8;
HeightBits = 8;
WidthMask = 255;
LastRenderTic = 0;
time1 = ANGLE_1*180;
time2 = ANGLE_1*56;
time3 = ANGLE_1*99;
time4 = ANGLE_1*1;
t1ang = ANGLE_90;
t2ang = 0;
z1ang = 0;
z2ang = ANGLE_90/2;
}
bool FBackdropTexture::CheckModified()
{
return LastRenderTic != gametic;
}
void FBackdropTexture::Unload()
{
}
const BYTE *FBackdropTexture::GetColumn(unsigned int column, const Span **spans_out)
{
if (LastRenderTic != gametic)
{
Render();
}
column = clamp(column, 0u, 143u);
if (spans_out != NULL)
{
*spans_out = DummySpan;
}
return Pixels + column*160;
}
const BYTE *FBackdropTexture::GetPixels()
{
if (LastRenderTic != gametic)
{
Render();
}
return Pixels;
}
// This is one plasma and two rotozoomers. I think it turned out quite awesome.
void FBackdropTexture::Render()
{
BYTE *from;
int width, height, pitch;
width = 160;
height = 144;
pitch = width;
int x, y;
const angle_t a1add = ANGLE_1/2;
const angle_t a2add = ANGLE_MAX-ANGLE_1;
const angle_t a3add = ANGLE_1*5/7;
const angle_t a4add = ANGLE_MAX-ANGLE_1*4/3;
const angle_t t1add = ANGLE_MAX-ANGLE_1*2;
const angle_t t2add = ANGLE_MAX-ANGLE_1*3+ANGLE_1/6;
const angle_t t3add = ANGLE_1*16/7;
const angle_t t4add = ANGLE_MAX-ANGLE_1*2/3;
const angle_t x1add = 5<<ANGLETOFINESHIFT;
const angle_t x2add = ANGLE_MAX-(13<<ANGLETOFINESHIFT);
const angle_t z1add = 3<<ANGLETOFINESHIFT;
const angle_t z2add = 4<<ANGLETOFINESHIFT;
angle_t a1, a2, a3, a4;
fixed_t c1, c2, c3, c4;
DWORD tx, ty, tc, ts;
DWORD ux, uy, uc, us;
DWORD ltx, lty, lux, luy;
from = Pixels;
a3 = time3;
a4 = time4;
fixed_t z1 = (finecosine[z2ang>>ANGLETOFINESHIFT]>>2)+FRACUNIT/2;
fixed_t z2 = (finecosine[z1ang>>ANGLETOFINESHIFT]>>2)+FRACUNIT*3/4;
tc = MulScale5 (finecosine[t1ang>>ANGLETOFINESHIFT], z1);
ts = MulScale5 (finesine[t1ang>>ANGLETOFINESHIFT], z1);
uc = MulScale5 (finecosine[t2ang>>ANGLETOFINESHIFT], z2);
us = MulScale5 (finesine[t2ang>>ANGLETOFINESHIFT], z2);
ltx = -width/2*tc;
lty = -width/2*ts;
lux = -width/2*uc;
luy = -width/2*us;
for (y = 0; y < height; ++y)
{
a1 = time1;
a2 = time2;
c3 = finecosine[a3>>ANGLETOFINESHIFT];
c4 = finecosine[a4>>ANGLETOFINESHIFT];
tx = ltx - (y-height/2)*ts;
ty = lty + (y-height/2)*tc;
ux = lux - (y-height/2)*us;
uy = luy + (y-height/2)*uc;
for (x = 0; x < width; ++x)
{
c1 = finecosine[a1>>ANGLETOFINESHIFT];
c2 = finecosine[a2>>ANGLETOFINESHIFT];
from[x] = ((c1 + c2 + c3 + c4) >> (FRACBITS+3-7)) + 128 // plasma
+ pattern1[(tx>>27)+((ty>>22)&992)] // rotozoomer 1
+ pattern2[(ux>>27)+((uy>>22)&992)]; // rotozoomer 2
tx += tc;
ty += ts;
ux += uc;
uy += us;
a1 += a1add;
a2 += a2add;
}
a3 += a3add;
a4 += a4add;
from += pitch;
}
time1 += t1add;
time2 += t2add;
time3 += t3add;
time4 += t4add;
t1ang += x1add;
t2ang += x2add;
z1ang += z1add;
z2ang += z2add;
LastRenderTic = gametic;
}
static void M_ChangeClass (int choice)
{
if (PlayerClasses.Size () == 1)
{
return;
}
int type = players[consoleplayer].userinfo.PlayerClass;
if (!choice)
type = (type < 0) ? (int)PlayerClasses.Size () - 1 : type - 1;
else
type = (type < (int)PlayerClasses.Size () - 1) ? type + 1 : -1;
cvar_set ("playerclass", type < 0 ? "Random" :
PlayerClasses[type].Type->Meta.GetMetaString (APMETA_DisplayName));
}
static void M_ChangeSkin (int choice)
{
if (GetDefaultByType (PlayerClass->Type)->flags4 & MF4_NOSKIN ||
players[consoleplayer].userinfo.PlayerClass == -1)
{
return;
}
do
{
if (!choice)
PlayerSkin = (PlayerSkin == 0) ? (int)numskins - 1 : PlayerSkin - 1;
else
PlayerSkin = (PlayerSkin < (int)numskins - 1) ? PlayerSkin + 1 : 0;
} while (!PlayerClass->CheckSkin (PlayerSkin));
R_GetPlayerTranslation (players[consoleplayer].userinfo.color, &skins[PlayerSkin], translationtables[TRANSLATION_Players][MAXPLAYERS]);
cvar_set ("skin", skins[PlayerSkin].name);
}
static void M_ChangeGender (int choice)
{
int gender = players[consoleplayer].userinfo.gender;
if (!choice)
gender = (gender == 0) ? 2 : gender - 1;
else
gender = (gender == 2) ? 0 : gender + 1;
cvar_set ("gender", genders[gender]);
}
static void M_ChangeAutoAim (int choice)
{
static const float ranges[] = { 0, 0.25, 0.5, 1, 2, 3, 5000 };
float aim = autoaim;
int i;
if (!choice) {
// Select a lower autoaim
for (i = 6; i >= 1; i--)
{
if (aim >= ranges[i])
{
aim = ranges[i - 1];
break;
}
}
}
else
{
// Select a higher autoaim
for (i = 5; i >= 0; i--)
{
if (aim >= ranges[i])
{
aim = ranges[i + 1];
break;
}
}
}
autoaim = aim;
}
static void M_EditPlayerName (int choice)
{
// we are going to be intercepting all chars
genStringEnter = 2;
genStringEnd = M_PlayerNameChanged;
genStringCancel = M_PlayerNameNotChanged;
genStringLen = MAXPLAYERNAME;
saveSlot = 0;
saveCharIndex = strlen (savegamestring);
}
static void M_PlayerNameNotChanged ()
{
strcpy (savegamestring, name);
}
static void M_PlayerNameChanged (FSaveGameNode *dummy)
{
const char *p;
FString command("name \"");
// Escape any backslashes or quotation marks before sending the name to the console.
for (p = savegamestring; *p != '\0'; ++p)
{
if (*p == '"' || *p == '\\')
{
command << '\\';
}
command << *p;
}
command << '"';
C_DoCommand (command);
}
static void M_ChangePlayerTeam (int choice)
{
if (!choice)
{
if (team == 0)
{
team = TEAM_None;
}
else if (team == TEAM_None)
{
team = teams.Size () - 1;
}
else
{
team = team - 1;
}
}
else
{
if (team == int(teams.Size () - 1))
{
team = TEAM_None;
}
else if (team == TEAM_None)
{
team = 0;
}
else
{
team = team + 1;
}
}
}
static void SendNewColor (int red, int green, int blue)
{
char command[24];
sprintf (command, "color \"%02x %02x %02x\"", red, green, blue);
C_DoCommand (command);
R_GetPlayerTranslation (MAKERGB (red, green, blue), &skins[PlayerSkin], translationtables[TRANSLATION_Players][MAXPLAYERS]);
}
static void M_SlidePlayerRed (int choice)
{
int color = players[consoleplayer].userinfo.color;
int red = RPART(color);
if (choice == 0) {
red -= 16;
if (red < 0)
red = 0;
} else {
red += 16;
if (red > 255)
red = 255;
}
SendNewColor (red, GPART(color), BPART(color));
}
static void M_SlidePlayerGreen (int choice)
{
int color = players[consoleplayer].userinfo.color;
int green = GPART(color);
if (choice == 0) {
green -= 16;
if (green < 0)
green = 0;
} else {
green += 16;
if (green > 255)
green = 255;
}
SendNewColor (RPART(color), green, BPART(color));
}
static void M_SlidePlayerBlue (int choice)
{
int color = players[consoleplayer].userinfo.color;
int blue = BPART(color);
if (choice == 0) {
blue -= 16;
if (blue < 0)
blue = 0;
} else {
blue += 16;
if (blue > 255)
blue = 255;
}
SendNewColor (RPART(color), GPART(color), blue);
}
//
// Menu Functions
//
void M_StartMessage (const char *string, void (*routine)(int), bool input)
{
C_HideConsole ();
messageLastMenuActive = menuactive;
messageToPrint = 1;
messageString = string;
messageRoutine = routine;
messageNeedsInput = input;
if (menuactive == MENU_Off)
{
M_ActivateMenuInput ();
}
if (input)
{
Update to ZDoom r1062: - Rewrote myvsnprintf to use the StringFormat routines directly so that no additional memory needs to be allocated from the heap. - Polyobject sounds now play from their lines, similar to the way sector sounds are handled. - Why do polyobjects have a 3D start spot? Flattened it to 2D. - Moved the sector sound origin calculation out of fmodsound.cpp and into s_sound.cpp so that the near sound limiting will use the correct sound location for deciding on neighbors. - Removed the S_Sound() variant that allows for pointing the origin at an arbitrary point. It has been replaced with a variant that takes a polyobject as a source, since that was the only use that couldn't be rewritten with the other variants. This also fixes the bug that polyobject sounds were not successfully saved and caused a crash when reloading the game. Note that this is a significant change to how equality of sound sources is determined, so some things may not behave quite the same as before. (Which would be a bug, but hopefully everything still sounds the same.) - Adjusted the noise debug table so that fractional volume levels do not run into the adjacent columns. - Added a NullSoundRenderer so that most of the checks against a NULL GSnd can be removed. - Fixed: Looping sounds must always successfully allocate a channel, even if it's only a pre-evicted channel. - Added A_ClearReFire code pointer for weapons. Preferably A_WeaponReady should reset this counter but that can't be done due to unwanted side effects with existing weapons. - Changed the 'scale' variable in CVAR(turbo) to double because the calculations depended on the current floating point precision setting and only worked properly when set to 'precise' in VC++. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@130 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-04 16:54:29 +00:00
S_StopSound (CHAN_VOICE);
S_Sound (CHAN_VOICE, "menu/prompt", 1, ATTN_NONE);
}
return;
}
//
// Find string height from hu_font chars
//
int M_StringHeight (const char *string)
{
int h;
int height = screen->Font->GetHeight ();
h = height;
while (*string)
{
if ((*string++) == '\n')
h += height;
}
return h;
}
//
// CONTROL PANEL
//
//
// M_Responder
//
bool M_Responder (event_t *ev)
{
int ch;
int i;
ch = -1;
if (menuactive == MENU_Off && ev->type == EV_KeyDown)
{
// Pop-up menu?
if (ev->data1 == KEY_ESCAPE)
{
M_StartControlPanel (true);
M_SetupNextMenu (TopLevelMenu);
return true;
}
// If devparm is set, pressing F1 always takes a screenshot no matter
// what it's bound to. (for those who don't bother to read the docs)
if (devparm && ev->data1 == KEY_F1)
{
G_ScreenShot (NULL);
return true;
}
}
else if (ev->type == EV_GUI_Event && menuactive == MENU_On && !chatmodeon)
{
if (ev->subtype == EV_GUI_KeyDown || ev->subtype == EV_GUI_KeyRepeat)
{
ch = ev->data1;
}
else if (ev->subtype == EV_GUI_Char && genStringEnter)
{
ch = ev->data1;
if (saveCharIndex < genStringLen &&
(genStringEnter==2 || (size_t)SmallFont->StringWidth (savegamestring) < (genStringLen-1)*8))
{
savegamestring[saveCharIndex] = ch;
savegamestring[++saveCharIndex] = 0;
}
return true;
}
else if (ev->subtype == EV_GUI_Char && messageToPrint && messageNeedsInput)
{
ch = ev->data1;
}
}
if (OptionsActive && !chatmodeon)
{
M_OptResponder (ev);
return true;
}
if (ch == -1)
return false;
// Save Game string input
// [RH] and Player Name string input
if (genStringEnter)
{
switch (ch)
{
case '\b':
if (saveCharIndex > 0)
{
saveCharIndex--;
savegamestring[saveCharIndex] = 0;
}
break;
case GK_ESCAPE:
genStringEnter = 0;
genStringCancel (); // [RH] Function to call when escape is pressed
break;
case '\r':
if (savegamestring[0])
{
genStringEnter = 0;
if (messageToPrint)
M_ClearMenus ();
genStringEnd (SelSaveGame); // [RH] Function to call when enter is pressed
}
break;
}
return true;
}
// Take care of any messages that need input
if (messageToPrint)
{
ch = tolower (ch);
if (messageNeedsInput)
{
// For each printable keystroke, both EV_GUI_KeyDown and
// EV_GUI_Char will be generated, in that order. If we close
// the menu after the first event arrives and the fullscreen
// console is up, the console will get the EV_GUI_Char event
// next. Therefore, the message input should only respond to
// EV_GUI_Char events (sans Escape, which only generates
// EV_GUI_KeyDown.)
if (ev->subtype != EV_GUI_Char && ch != GK_ESCAPE)
{
return false;
}
if (ch != ' ' && ch != 'n' && ch != 'y' && ch != GK_ESCAPE)
{
return false;
}
}
menuactive = messageLastMenuActive;
messageToPrint = 0;
if (messageRoutine)
messageRoutine (ch);
if (menuactive != MENU_Off)
{
M_DeactivateMenuInput ();
}
SB_state = screen->GetPageCount (); // refresh the statbar
BorderNeedRefresh = screen->GetPageCount ();
S_Sound (CHAN_VOICE, "menu/dismiss", 1, ATTN_NONE);
return true;
}
if (ch == GK_ESCAPE)
{
// [RH] Escape now moves back one menu instead of quitting
// the menu system. Thus, backspace is ignored.
currentMenu->lastOn = itemOn;
M_PopMenuStack ();
return true;
}
if (currentMenu == &SaveDef || currentMenu == &LoadDef)
{
return M_SaveLoadResponder (ev);
}
// Keys usable within menu
switch (ch)
{
case GK_DOWN:
do
{
if (itemOn+1 > currentMenu->numitems-1)
itemOn = 0;
else itemOn++;
S_Sound (CHAN_VOICE, "menu/cursor", 1, ATTN_NONE);
} while(currentMenu->menuitems[itemOn].status==-1);
return true;
case GK_UP:
do
{
if (!itemOn)
itemOn = currentMenu->numitems-1;
else itemOn--;
S_Sound (CHAN_VOICE, "menu/cursor", 1, ATTN_NONE);
} while(currentMenu->menuitems[itemOn].status==-1);
return true;
case GK_LEFT:
if (currentMenu->menuitems[itemOn].routine &&
currentMenu->menuitems[itemOn].status == 2)
{
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
currentMenu->menuitems[itemOn].routine(0);
}
return true;
case GK_RIGHT:
if (currentMenu->menuitems[itemOn].routine &&
currentMenu->menuitems[itemOn].status == 2)
{
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
currentMenu->menuitems[itemOn].routine(1);
}
return true;
case '\r':
if (currentMenu->menuitems[itemOn].routine &&
currentMenu->menuitems[itemOn].status)
{
currentMenu->lastOn = itemOn;
if (currentMenu->menuitems[itemOn].status == 2)
{
currentMenu->menuitems[itemOn].routine(1); // right arrow
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
}
else
{
currentMenu->menuitems[itemOn].routine(itemOn);
S_Sound (CHAN_VOICE, "menu/choose", 1, ATTN_NONE);
}
}
return true;
case ' ':
if (currentMenu == &PSetupDef)
{
PlayerRotation ^= 8;
break;
}
// intentional fall-through
default:
if (ch)
{
ch = tolower (ch);
for (i = (itemOn + 1) % currentMenu->numitems;
i != itemOn;
i = (i + 1) % currentMenu->numitems)
{
if (currentMenu->menuitems[i].alphaKey == ch)
{
break;
}
}
if (currentMenu->menuitems[i].alphaKey == ch)
{
itemOn = i;
S_Sound (CHAN_VOICE, "menu/cursor", 1, ATTN_NONE);
return true;
}
}
break;
}
// [RH] Menu eats all keydown events while active
return (ev->subtype == EV_GUI_KeyDown);
}
bool M_SaveLoadResponder (event_t *ev)
{
char workbuf[512];
if (SelSaveGame != NULL && SelSaveGame->Succ != NULL)
{
switch (ev->data1)
{
case GK_F1:
if (!SelSaveGame->Filename.IsEmpty())
{
sprintf (workbuf, "File on disk:\n%s", SelSaveGame->Filename.GetChars());
if (SaveComment != NULL)
{
V_FreeBrokenLines (SaveComment);
}
SaveComment = V_BreakLines (screen->Font, 216*screen->GetWidth()/640/CleanXfac, workbuf);
}
break;
case GK_UP:
if (SelSaveGame != SaveGames.Head)
{
if (SelSaveGame == TopSaveGame)
{
TopSaveGame = static_cast<FSaveGameNode *>(TopSaveGame->Pred);
}
SelSaveGame = static_cast<FSaveGameNode *>(SelSaveGame->Pred);
}
else
{
SelSaveGame = static_cast<FSaveGameNode *>(SaveGames.TailPred);
}
M_UnloadSaveData ();
M_ExtractSaveData (SelSaveGame);
break;
case GK_DOWN:
if (SelSaveGame != SaveGames.TailPred)
{
SelSaveGame = static_cast<FSaveGameNode *>(SelSaveGame->Succ);
}
else
{
SelSaveGame = TopSaveGame =
static_cast<FSaveGameNode *>(SaveGames.Head);
}
M_UnloadSaveData ();
M_ExtractSaveData (SelSaveGame);
break;
case GK_DEL:
case '\b':
if (SelSaveGame != &NewSaveNode)
{
EndString.Format("%s" TEXTCOLOR_WHITE "%s" TEXTCOLOR_NORMAL "?\n\n%s",
GStrings("MNU_DELETESG"), SelSaveGame->Title, GStrings("PRESSYN"));
M_StartMessage (EndString, M_DeleteSaveResponse, true);
}
break;
case 'N':
if (currentMenu == &SaveDef)
{
SelSaveGame = TopSaveGame = &NewSaveNode;
M_UnloadSaveData ();
}
break;
case '\r':
if (currentMenu == &LoadDef)
{
M_LoadSelect (SelSaveGame);
}
else
{
M_SaveSelect (SelSaveGame);
}
}
}
return (ev->subtype == EV_GUI_KeyDown);
}
static void M_LoadSelect (const FSaveGameNode *file)
{
G_LoadGame (file->Filename.GetChars());
if (gamestate == GS_FULLCONSOLE)
{
gamestate = GS_HIDECONSOLE;
}
if (quickSaveSlot == (FSaveGameNode *)1)
{
quickSaveSlot = SelSaveGame;
}
M_ClearMenus ();
BorderNeedRefresh = screen->GetPageCount ();
}
//
// User wants to save. Start string input for M_Responder
//
static void M_SaveSelect (const FSaveGameNode *file)
{
// we are going to be intercepting all chars
genStringEnter = 1;
genStringEnd = M_DoSave;
genStringCancel = M_ClearMenus;
genStringLen = SAVESTRINGSIZE-1;
if (file != &NewSaveNode)
{
strcpy (savegamestring, file->Title);
}
else
{
savegamestring[0] = 0;
}
saveCharIndex = strlen (savegamestring);
}
static void M_DeleteSaveResponse (int choice)
{
M_ClearSaveStuff ();
if (choice == 'y')
{
FSaveGameNode *next = static_cast<FSaveGameNode *>(SelSaveGame->Succ);
if (next->Succ == NULL)
{
next = static_cast<FSaveGameNode *>(SelSaveGame->Pred);
if (next->Pred == NULL)
{
next = NULL;
}
}
remove (SelSaveGame->Filename.GetChars());
M_UnloadSaveData ();
SelSaveGame = M_RemoveSaveSlot (SelSaveGame);
M_ExtractSaveData (SelSaveGame);
}
}
//
// M_StartControlPanel
//
void M_StartControlPanel (bool makeSound)
{
// intro might call this repeatedly
if (menuactive == MENU_On)
return;
drawSkull = true;
MenuStackDepth = 0;
currentMenu = TopLevelMenu;
itemOn = currentMenu->lastOn;
C_HideConsole (); // [RH] Make sure console goes bye bye.
OptionsActive = false; // [RH] Make sure none of the options menus appear.
M_ActivateMenuInput ();
if (makeSound)
{
S_Sound (CHAN_VOICE, "menu/activate", 1, ATTN_NONE);
}
}
//
// M_Drawer
// Called after the view has been rendered,
// but before it has been blitted.
//
void M_Drawer ()
{
int i, x, y, max;
PalEntry fade = 0;
Update to ZDoom r1052: - Fixed: Dead players didn't get the MF_CORPSE flag set. - Fixed: The internal definition of Floor_LowerToNearest had incorrect parameter settings. - Fixed: Heretic's ActivatedTimeBomb had the same spawn ID as the inventory item. - fixed: Heretic's mace did not have its spawn ID set. - For controls that are not bound, the customize controls menu now displays a black --- instead of ???. - Applied Gez's BossBrainPatch3. - Fixed: P_BulletSlope() did not return the linetarget. This effected the Sigil, A_JumpIfCloser, and A_JumpIfTargetInLOS. - Fixed all the new warnings tossed out by GCC 4.3. - Fixed: PickNext/PrevWeapon() did not check for NULL player actors. - Fixed compilation issues with GCC. - Removed special case for nobotnodes in MAPINFO. - Added support for ST's QUARTERGRAVITY flag. - Added a generalized version of Skulltag's A_CheckRailReload function. - Fixed: DrawImage didn't take 0 as a valid image index. - Added Gez's RandomSpawner submission with significant changes. - Added optional blocks for MAPINFO map definitions. ZDoom doesn't use this feature itself but it allows other ports based on ZDoom to implement their own sets of options without making such a MAPINFO unreadable by ZDoom. - Fixed: The mugshot would not reset on re-spawn. - Fixed: Picking up a weapon would sometimes not activate the grin. - Changed: Line_SetIdentification will ignore extended parameters when used in maps defined Hexen style in MAPINFO. - Fixed: Ambient sounds didn't pass their point of origin to S_StartSound. - Fixed: UseType was not properly set for textures defined in TEXTURES. - Fixed: You couldn't set an offset for sprites defined in TEXTURES. - Added read barriers to all actor pointers within player_t except for mo, ReadyWeapon and PendingWeapon. - Added a read barrier to player_t::PrewmorphWeapon. - Fixed: After spawning a deathmatch player P_PlayerStartStomp must be called. - Fixed: SpawnThings must check if the players were spawned before calling P_PlayerStartStomp. - Fixed typo in flat scroll interpolation. - Changed FImageCollection to return translated texture indices so that animated icons can be done with it. - Changed FImageCollection to use a TArray to hold its data. - Fixed: SetChanHeadSettings did an assignment instead of comparing the channel ID witg CHAN_CEILING. - Changed sound sequence names for animated doors to FNames. - Automatically fixed: DCeiling didn't properly serialize its texture id. - Replaced integers as texture ID representation with a specific new type to track down all potentially incorrect uses and remaining WORDs used for texture IDs so that more than 32767 or 65535 textures can be defined. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@124 b0f79afe-0144-0410-b225-9a4edf0717df
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))
{
Update to ZDoom r1052: - Fixed: Dead players didn't get the MF_CORPSE flag set. - Fixed: The internal definition of Floor_LowerToNearest had incorrect parameter settings. - Fixed: Heretic's ActivatedTimeBomb had the same spawn ID as the inventory item. - fixed: Heretic's mace did not have its spawn ID set. - For controls that are not bound, the customize controls menu now displays a black --- instead of ???. - Applied Gez's BossBrainPatch3. - Fixed: P_BulletSlope() did not return the linetarget. This effected the Sigil, A_JumpIfCloser, and A_JumpIfTargetInLOS. - Fixed all the new warnings tossed out by GCC 4.3. - Fixed: PickNext/PrevWeapon() did not check for NULL player actors. - Fixed compilation issues with GCC. - Removed special case for nobotnodes in MAPINFO. - Added support for ST's QUARTERGRAVITY flag. - Added a generalized version of Skulltag's A_CheckRailReload function. - Fixed: DrawImage didn't take 0 as a valid image index. - Added Gez's RandomSpawner submission with significant changes. - Added optional blocks for MAPINFO map definitions. ZDoom doesn't use this feature itself but it allows other ports based on ZDoom to implement their own sets of options without making such a MAPINFO unreadable by ZDoom. - Fixed: The mugshot would not reset on re-spawn. - Fixed: Picking up a weapon would sometimes not activate the grin. - Changed: Line_SetIdentification will ignore extended parameters when used in maps defined Hexen style in MAPINFO. - Fixed: Ambient sounds didn't pass their point of origin to S_StartSound. - Fixed: UseType was not properly set for textures defined in TEXTURES. - Fixed: You couldn't set an offset for sprites defined in TEXTURES. - Added read barriers to all actor pointers within player_t except for mo, ReadyWeapon and PendingWeapon. - Added a read barrier to player_t::PrewmorphWeapon. - Fixed: After spawning a deathmatch player P_PlayerStartStomp must be called. - Fixed: SpawnThings must check if the players were spawned before calling P_PlayerStartStomp. - Fixed typo in flat scroll interpolation. - Changed FImageCollection to return translated texture indices so that animated icons can be done with it. - Changed FImageCollection to use a TArray to hold its data. - Fixed: SetChanHeadSettings did an assignment instead of comparing the channel ID witg CHAN_CEILING. - Changed sound sequence names for animated doors to FNames. - Automatically fixed: DCeiling didn't properly serialize its texture id. - Replaced integers as texture ID representation with a specific new type to track down all potentially incorrect uses and remaining WORDs used for texture IDs so that more than 32767 or 65535 textures can be defined. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@124 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-28 13:29:59 +00:00
if (camera->player != NULL)
{
Update to ZDoom r1052: - Fixed: Dead players didn't get the MF_CORPSE flag set. - Fixed: The internal definition of Floor_LowerToNearest had incorrect parameter settings. - Fixed: Heretic's ActivatedTimeBomb had the same spawn ID as the inventory item. - fixed: Heretic's mace did not have its spawn ID set. - For controls that are not bound, the customize controls menu now displays a black --- instead of ???. - Applied Gez's BossBrainPatch3. - Fixed: P_BulletSlope() did not return the linetarget. This effected the Sigil, A_JumpIfCloser, and A_JumpIfTargetInLOS. - Fixed all the new warnings tossed out by GCC 4.3. - Fixed: PickNext/PrevWeapon() did not check for NULL player actors. - Fixed compilation issues with GCC. - Removed special case for nobotnodes in MAPINFO. - Added support for ST's QUARTERGRAVITY flag. - Added a generalized version of Skulltag's A_CheckRailReload function. - Fixed: DrawImage didn't take 0 as a valid image index. - Added Gez's RandomSpawner submission with significant changes. - Added optional blocks for MAPINFO map definitions. ZDoom doesn't use this feature itself but it allows other ports based on ZDoom to implement their own sets of options without making such a MAPINFO unreadable by ZDoom. - Fixed: The mugshot would not reset on re-spawn. - Fixed: Picking up a weapon would sometimes not activate the grin. - Changed: Line_SetIdentification will ignore extended parameters when used in maps defined Hexen style in MAPINFO. - Fixed: Ambient sounds didn't pass their point of origin to S_StartSound. - Fixed: UseType was not properly set for textures defined in TEXTURES. - Fixed: You couldn't set an offset for sprites defined in TEXTURES. - Added read barriers to all actor pointers within player_t except for mo, ReadyWeapon and PendingWeapon. - Added a read barrier to player_t::PrewmorphWeapon. - Fixed: After spawning a deathmatch player P_PlayerStartStomp must be called. - Fixed: SpawnThings must check if the players were spawned before calling P_PlayerStartStomp. - Fixed typo in flat scroll interpolation. - Changed FImageCollection to return translated texture indices so that animated icons can be done with it. - Changed FImageCollection to use a TArray to hold its data. - Fixed: SetChanHeadSettings did an assignment instead of comparing the channel ID witg CHAN_CEILING. - Changed sound sequence names for animated doors to FNames. - Automatically fixed: DCeiling didn't properly serialize its texture id. - Replaced integers as texture ID representation with a specific new type to track down all potentially incorrect uses and remaining WORDs used for texture IDs so that more than 32767 or 65535 textures can be defined. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@124 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-28 13:29:59 +00:00
player = camera->player;
}
fade = PalEntry (BYTE(player->BlendA*255), BYTE(player->BlendR*255), BYTE(player->BlendG*255), BYTE(player->BlendB*255));
}
// Horiz. & Vertically center string and print it.
if (messageToPrint)
{
screen->Dim (fade);
BorderNeedRefresh = screen->GetPageCount ();
SB_state = screen->GetPageCount ();
FBrokenLines *lines = V_BreakLines (screen->Font, 320, messageString);
y = 100;
for (i = 0; lines[i].Width >= 0; i++)
y -= screen->Font->GetHeight () / 2;
for (i = 0; lines[i].Width >= 0; i++)
{
screen->DrawText (CR_UNTRANSLATED, 160 - lines[i].Width/2, y, lines[i].Text,
DTA_Clean, true, TAG_DONE);
y += screen->Font->GetHeight ();
}
V_FreeBrokenLines (lines);
}
else if (menuactive != MENU_Off)
{
if (InfoType == 0 && !OptionsActive)
{
screen->Dim (fade);
}
// For Heretic shareware message:
if (showSharewareMessage)
{
const char * text = GStrings("MNU_ONLYREGISTERED");
screen->DrawText (CR_WHITE, 160 - SmallFont->StringWidth(text)/2,
8, text, DTA_Clean, true, TAG_DONE);
}
BorderNeedRefresh = screen->GetPageCount ();
SB_state = screen->GetPageCount ();
if (OptionsActive)
{
M_OptDrawer ();
}
else
{
screen->SetFont (BigFont);
if (currentMenu->routine)
currentMenu->routine(); // call Draw routine
// DRAW MENU
x = currentMenu->x;
y = currentMenu->y;
max = currentMenu->numitems;
for (i = 0; i < max; i++)
{
if (currentMenu->menuitems[i].name)
{
if (currentMenu->menuitems[i].fulltext)
{
int color = currentMenu->menuitems[i].textcolor;
if (color == CR_UNTRANSLATED)
{
// The default DBIGFONT is white but Doom's default should be red.
if (gameinfo.gametype == GAME_Doom)
{
color = CR_RED;
}
}
const char *text = currentMenu->menuitems[i].name;
if (*text == '$') text = GStrings(text+1);
screen->DrawText (color, x, y, text,
DTA_Clean, true, TAG_DONE);
}
else
{
screen->DrawTexture (TexMan[currentMenu->menuitems[i].name], x, y,
DTA_Clean, true, TAG_DONE);
}
}
y += LINEHEIGHT;
}
screen->SetFont (SmallFont);
// DRAW CURSOR
if (drawSkull)
{
if (currentMenu == &PSetupDef)
{
// [RH] Use options menu cursor for the player setup menu.
if (skullAnimCounter < 6)
{
screen->SetFont (ConFont);
screen->DrawText (CR_RED, x - 16,
currentMenu->y + itemOn*LINEHEIGHT +
(!(gameinfo.gametype & (GAME_Doom|GAME_Strife)) ? 6 : -1), "\xd",
DTA_Clean, true, TAG_DONE);
screen->SetFont (SmallFont);
}
}
else if (gameinfo.gametype == GAME_Doom)
{
screen->DrawTexture (TexMan[skullName[whichSkull]],
x + SKULLXOFF, currentMenu->y - 5 + itemOn*LINEHEIGHT,
DTA_Clean, true, TAG_DONE);
}
else if (gameinfo.gametype == GAME_Strife)
{
screen->DrawTexture (TexMan[cursName[(MenuTime >> 2) & 7]],
x - 28, currentMenu->y - 5 + itemOn*LINEHEIGHT,
DTA_Clean, true, TAG_DONE);
}
else
{
screen->DrawTexture (TexMan[MenuTime & 16 ? "M_SLCTR1" : "M_SLCTR2"],
x + SELECTOR_XOFFSET,
currentMenu->y + itemOn*LINEHEIGHT + SELECTOR_YOFFSET,
DTA_Clean, true, TAG_DONE);
}
}
}
}
}
static void M_ClearSaveStuff ()
{
M_UnloadSaveData ();
if (SaveGames.Head == &NewSaveNode)
{
SaveGames.RemHead ();
if (SelSaveGame == &NewSaveNode)
{
SelSaveGame = static_cast<FSaveGameNode *>(SaveGames.Head);
}
if (TopSaveGame == &NewSaveNode)
{
TopSaveGame = static_cast<FSaveGameNode *>(SaveGames.Head);
}
}
if (quickSaveSlot == (FSaveGameNode *)1)
{
quickSaveSlot = NULL;
}
}
//
// M_ClearMenus
//
void M_ClearMenus ()
{
if (FireTexture)
{
delete FireTexture;
FireTexture = NULL;
}
M_ClearSaveStuff ();
M_DeactivateMenuInput ();
MenuStackDepth = 0;
OptionsActive = false;
InfoType = 0;
drawSkull = true;
M_DemoNoPlay = false;
BorderNeedRefresh = screen->GetPageCount ();
}
//
// M_SetupNextMenu
//
void M_SetupNextMenu (oldmenu_t *menudef)
{
MenuStack[MenuStackDepth].menu.old = menudef;
MenuStack[MenuStackDepth].isNewStyle = false;
MenuStack[MenuStackDepth].drawSkull = drawSkull;
MenuStackDepth++;
currentMenu = menudef;
itemOn = currentMenu->lastOn;
}
void M_PopMenuStack (void)
{
M_DemoNoPlay = false;
InfoType = 0;
M_ClearSaveStuff ();
flagsvar = 0;
if (MenuStackDepth > 1)
{
MenuStackDepth -= 2;
if (MenuStack[MenuStackDepth].isNewStyle)
{
OptionsActive = true;
CurrentMenu = MenuStack[MenuStackDepth].menu.newmenu;
CurrentItem = CurrentMenu->lastOn;
}
else
{
OptionsActive = false;
currentMenu = MenuStack[MenuStackDepth].menu.old;
itemOn = currentMenu->lastOn;
}
drawSkull = MenuStack[MenuStackDepth].drawSkull;
++MenuStackDepth;
S_Sound (CHAN_VOICE, "menu/backup", 1, ATTN_NONE);
}
else
{
M_ClearMenus ();
S_Sound (CHAN_VOICE, "menu/clear", 1, ATTN_NONE);
}
}
//
// M_Ticker
//
void M_Ticker (void)
{
if (showSharewareMessage)
{
--showSharewareMessage;
}
if (menuactive == MENU_Off)
{
return;
}
MenuTime++;
if (--skullAnimCounter <= 0)
{
whichSkull ^= 1;
skullAnimCounter = 8;
}
if (currentMenu == &PSetupDef || currentMenu == &ClassMenuDef)
M_PlayerSetupTicker ();
}
//
// M_Init
//
EXTERN_CVAR (Int, screenblocks)
void M_Init (void)
{
unsigned int i;
atterm (M_Deinit);
if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
{
TopLevelMenu = currentMenu = &MainDef;
if (gameinfo.gametype == GAME_Strife)
{
MainDef.y = 45;
//NewDef.lastOn = 1;
}
}
else
{
TopLevelMenu = currentMenu = &HereticMainDef;
PSetupDef.y -= 7;
LoadDef.y -= 20;
SaveDef.y -= 20;
}
PickPlayerClass ();
OptionsActive = false;
menuactive = MENU_Off;
InfoType = 0;
itemOn = currentMenu->lastOn;
whichSkull = 0;
skullAnimCounter = 10;
drawSkull = true;
messageToPrint = 0;
messageString = NULL;
messageLastMenuActive = menuactive;
quickSaveSlot = NULL;
lastSaveSlot = NULL;
strcpy (NewSaveNode.Title, "<New Save Game>");
underscore[0] = (gameinfo.gametype & (GAME_Doom|GAME_Strife)) ? '_' : '[';
underscore[1] = '\0';
if (gameinfo.gametype == GAME_Doom)
{
LINEHEIGHT = 16;
}
else if (gameinfo.gametype == GAME_Strife)
{
LINEHEIGHT = 19;
}
else
{
LINEHEIGHT = 20;
}
switch (gameinfo.flags & GI_MENUHACK)
{
case GI_MENUHACK_COMMERCIAL:
MainMenu[MainDef.numitems-2] = MainMenu[MainDef.numitems-1];
MainDef.numitems--;
MainDef.y += 8;
ReadDef.routine = M_DrawReadThis;
ReadDef.x = 330;
ReadDef.y = 165;
ReadMenu[0].routine = M_FinishReadThis;
break;
default:
break;
}
M_OptInit ();
// [GRB] Set up player class menu
if (!(gameinfo.gametype == GAME_Hexen && PlayerClasses.Size () == 3 &&
PlayerClasses[0].Type->IsDescendantOf (PClass::FindClass (NAME_FighterPlayer)) &&
PlayerClasses[1].Type->IsDescendantOf (PClass::FindClass (NAME_ClericPlayer)) &&
PlayerClasses[2].Type->IsDescendantOf (PClass::FindClass (NAME_MagePlayer))))
{
int n = 0;
for (i = 0; i < PlayerClasses.Size () && n < 7; i++)
{
if (!(PlayerClasses[i].Flags & PCF_NOMENU))
{
ClassMenuItems[n].name =
PlayerClasses[i].Type->Meta.GetMetaString (APMETA_DisplayName);
n++;
}
}
if (n > 1)
{
ClassMenuItems[n].name = "Random";
ClassMenuDef.numitems = n+1;
}
else
{
if (n == 0)
{
ClassMenuItems[0].name =
PlayerClasses[0].Type->Meta.GetMetaString (APMETA_DisplayName);
}
ClassMenuDef.numitems = 1;
}
if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
{
ClassMenuDef.x = 48;
ClassMenuDef.y = 63;
}
else
{
ClassMenuDef.x = 80;
ClassMenuDef.y = 50;
}
if (ClassMenuDef.numitems > 4)
{
ClassMenuDef.y -= LINEHEIGHT;
}
}
// [RH] Build a palette translation table for the player setup effect
if (gameinfo.gametype != GAME_Hexen)
{
for (i = 0; i < 256; i++)
{
FireRemap.Remap[i] = ColorMatcher.Pick (i/2+32, 0, i/4);
- 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);
}
}
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);
}
}
}
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];
}