gzdoom/code/M_menu.c
1999-02-21 00:00:00 +00:00

2013 lines
40 KiB
C

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// DOOM selection menu, options, episode etc.
// Sliders and icons. Kinda widget stuff.
//
//-----------------------------------------------------------------------------
#include <ctype.h>
#include <fcntl.h>
#include <stdlib.h>
#if defined(_WIN32)
#include <io.h>
#else
#include <unistd.h>
#include <sys/types.h>
#include <sys/stat.h>
#endif
#include "doomdef.h"
#include "dstrings.h"
#include "c_consol.h"
#include "c_dispch.h"
#include "d_main.h"
#include "i_system.h"
#include "i_input.h"
#include "i_video.h"
#include "z_zone.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"
extern patch_t* hu_font[HU_FONTSIZE];
// temp for screenblocks (0-9)
int screenSize;
// -1 = no quicksave slot picked!
int quickSaveSlot;
// 1 = message to be printed
int messageToPrint;
// ...and here is the message string!
char* messageString;
// message x & y
int messx;
int messy;
int messageLastMenuActive;
// timed message = no input from user
BOOL messageNeedsInput;
void (*messageRoutine)(int response);
#define SAVESTRINGSIZE 24
// we are going to be entering a savegame string
int genStringEnter;
int genStringLen; // [RH] Max # of chars that can be entered
void (*genStringEnd)(int slot);
int saveSlot; // which slot to save in
int saveCharIndex; // which char we're editing
// old save description before edit
char saveOldString[SAVESTRINGSIZE];
BOOL inhelpscreens;
BOOL menuactive;
#define SKULLXOFF -32
#define LINEHEIGHT 16
extern BOOL sendpause;
char savegamestrings[10][SAVESTRINGSIZE];
char endstring[160];
menustack_t MenuStack[16];
int MenuStackDepth;
short itemOn; // menu item skull is on
short skullAnimCounter; // skull animation counter
short whichSkull; // which skull to draw
BOOL drawSkull; // [RH] don't always draw skull
// graphic name of skulls
char skullName[2][9] = {"M_SKULL1", "M_SKULL2"};
// current menudef
oldmenu_t *currentMenu;
//
// PROTOTYPES
//
void M_NewGame(int choice);
void M_Episode(int choice);
void M_ChooseSkill(int choice);
void M_LoadGame(int choice);
void M_SaveGame(int choice);
void M_Options(int choice);
void M_EndGame(int choice);
void M_ReadThis(int choice);
void M_ReadThis2(int choice);
void M_QuitDOOM(int choice);
void M_ChangeDetail(int choice);
void M_StartGame(int choice);
void M_Sound(int choice);
void M_FinishReadThis(int choice);
void M_LoadSelect(int choice);
void M_SaveSelect(int choice);
void M_ReadSaveStrings(void);
void M_QuickSave(void);
void M_QuickLoad(void);
void M_DrawMainMenu(void);
void M_DrawReadThis1(void);
void M_DrawReadThis2(void);
void M_DrawNewGame(void);
void M_DrawEpisode(void);
void M_DrawOptions(void);
void M_DrawSound(void);
void M_DrawLoad(void);
void M_DrawSave(void);
void M_DrawSaveLoadBorder(int x,int y, int len);
void M_SetupNextMenu(oldmenu_t *menudef);
void M_DrawEmptyCell(oldmenu_t *menu,int item);
void M_DrawSelCell(oldmenu_t *menu,int item);
int M_StringHeight(char *string);
void M_StartControlPanel(void);
void M_StartMessage(char *string,void *routine,BOOL input);
void M_StopMessage(void);
void M_ClearMenus (void);
// [RH] For player setup menu.
static void M_PlayerSetup (int choice);
static void M_PlayerSetupTicker (void);
static void M_PlayerSetupDrawer (void);
static void M_EditPlayerName (int choice);
static void M_EditPlayerTeam (int choice);
static void M_PlayerTeamChanged (int choice);
static void M_PlayerNameChanged (int choice);
static void M_SlidePlayerRed (int choice);
static void M_SlidePlayerGreen (int choice);
static void M_SlidePlayerBlue (int choice);
static void M_ChangeGender (int choice);
static void M_ChangeSkin (int choice);
static void M_ChangeAutoAim (int choice);
BOOL M_DemoNoPlay;
static screen_t FireScreen;
static BOOL FireGood;
//
// DOOM MENU
//
enum
{
newgame = 0,
loadgame,
savegame,
options, // [RH] Moved
playersetup, // [RH] Player setup
readthis,
quitdoom,
main_end
} main_e;
oldmenuitem_t MainMenu[]=
{
{1,"M_NGAME",M_NewGame,'n'},
{1,"M_LOADG",M_LoadGame,'l'},
{1,"M_SAVEG",M_SaveGame,'s'},
{1,"M_OPTION",M_Options,'o'}, // [RH] Moved
{1,"M_PSETUP",M_PlayerSetup,'p'}, // [RH] Player setup
// Another hickup with Special edition.
{1,"M_RDTHIS",M_ReadThis,'r'},
{1,"M_QUITG",M_QuitDOOM,'q'}
};
oldmenu_t MainDef =
{
main_end,
MainMenu,
M_DrawMainMenu,
97,64,
0
};
//
// EPISODE SELECT
//
enum
{
ep1,
ep2,
ep3,
ep4,
ep_end
} episodes_e;
oldmenuitem_t EpisodeMenu[]=
{
{1,"M_EPI1", M_Episode,'k'},
{1,"M_EPI2", M_Episode,'t'},
{1,"M_EPI3", M_Episode,'i'},
{1,"M_EPI4", M_Episode,'t'}
};
oldmenu_t EpiDef =
{
ep_end, // # of menu items
EpisodeMenu, // oldmenuitem_t ->
M_DrawEpisode, // drawing routine ->
48,63, // x,y
ep1 // lastOn
};
//
// NEW GAME
//
enum
{
killthings,
toorough,
hurtme,
violence,
nightmare,
newg_end
} newgame_e;
oldmenuitem_t NewGameMenu[]=
{
{1,"M_JKILL", M_ChooseSkill, 'i'},
{1,"M_ROUGH", M_ChooseSkill, 'h'},
{1,"M_HURT", M_ChooseSkill, 'h'},
{1,"M_ULTRA", M_ChooseSkill, 'u'},
{1,"M_NMARE", M_ChooseSkill, 'n'}
};
oldmenu_t NewDef =
{
newg_end, // # of menu items
NewGameMenu, // oldmenuitem_t ->
M_DrawNewGame, // drawing routine ->
48,63, // x,y
hurtme // lastOn
};
//
// [RH] Player Setup Menu
//
byte FireRemap[256];
enum
{
playername,
playerteam,
playerred,
playergreen,
playerblue,
playersex,
playerskin,
playeraim,
psetup_end
} psetup_e;
oldmenuitem_t PlayerSetupMenu[] =
{
{ 1,"", M_EditPlayerName, 'n' },
{ 1,"", M_EditPlayerTeam, 't' },
{ 2,"", M_SlidePlayerRed, 'r' },
{ 2,"", M_SlidePlayerGreen, 'g' },
{ 2,"", M_SlidePlayerBlue, 'b' },
{ 2,"", M_ChangeGender, 'e' },
{ 2,"", M_ChangeSkin, 's' },
{ 2,"", M_ChangeAutoAim, 'a' }
};
oldmenu_t PSetupDef = {
psetup_end,
PlayerSetupMenu,
M_PlayerSetupDrawer,
48, 47,
playername
};
//
// OPTIONS MENU
//
// [RH] This menu is now handled in m_options.c
//
BOOL OptionsActive;
oldmenu_t OptionsDef =
{
0,
NULL,
NULL,
0,0,
0
};
//
// Read This! MENU 1 & 2
//
enum
{
rdthsempty1,
read1_end
} read_e;
oldmenuitem_t ReadMenu1[] =
{
{1,"",M_ReadThis2,0}
};
oldmenu_t ReadDef1 =
{
read1_end,
ReadMenu1,
M_DrawReadThis1,
280,185,
0
};
enum
{
rdthsempty2,
read2_end
} read_e2;
oldmenuitem_t ReadMenu2[]=
{
{1,"",M_FinishReadThis,0}
};
oldmenu_t ReadDef2 =
{
read2_end,
ReadMenu2,
M_DrawReadThis2,
330,175,
0
};
//
// LOAD GAME MENU
//
enum
{
load1,
load2,
load3,
load4,
load5,
load6,
load7,
load8,
load_end
} load_e;
oldmenuitem_t LoadMenu[]=
{
{1,"", M_LoadSelect,'1'},
{1,"", M_LoadSelect,'2'},
{1,"", M_LoadSelect,'3'},
{1,"", M_LoadSelect,'4'},
{1,"", M_LoadSelect,'5'},
{1,"", M_LoadSelect,'6'},
{1,"", M_LoadSelect,'7'},
{1,"", M_LoadSelect,'8'},
};
oldmenu_t LoadDef =
{
load_end,
LoadMenu,
M_DrawLoad,
80,54,
0
};
//
// SAVE GAME MENU
//
oldmenuitem_t SaveMenu[]=
{
{1,"", M_SaveSelect,'1'},
{1,"", M_SaveSelect,'2'},
{1,"", M_SaveSelect,'3'},
{1,"", M_SaveSelect,'4'},
{1,"", M_SaveSelect,'5'},
{1,"", M_SaveSelect,'6'},
{1,"", M_SaveSelect,'7'},
{1,"", M_SaveSelect,'8'}
};
oldmenu_t SaveDef =
{
load_end,
SaveMenu,
M_DrawSave,
80,54,
0
};
// [RH] Most menus can now be accessed directly
// through console commands.
void Cmd_Menu_Main (void *plyr, int argc, char **argv)
{
M_StartControlPanel ();
M_SetupNextMenu (&MainDef);
S_Sound (NULL, CHAN_VOICE, "switches/normbutn", 1, ATTN_NONE);
}
void Cmd_Menu_Load (void *plyr, int argc, char **argv)
{ // F3
M_StartControlPanel ();
S_Sound (NULL, CHAN_VOICE, "switches/normbutn", 1, ATTN_NONE);
M_LoadGame(0);
}
void Cmd_Menu_Save (void *plyr, int argc, char **argv)
{ // F2
M_StartControlPanel ();
S_Sound (NULL, CHAN_VOICE, "switches/normbutn", 1, ATTN_NONE);
M_SaveGame(0);
}
void Cmd_Menu_Help (void *plyr, int argc, char **argv)
{ // F1
M_StartControlPanel ();
drawSkull = false;
M_SetupNextMenu (&ReadDef1);
S_Sound (NULL, CHAN_VOICE, "switches/normbutn", 1, ATTN_NONE);
}
void Cmd_Quicksave (void *plyr, int argc, char **argv)
{ // F6
S_Sound (NULL, CHAN_VOICE, "switches/normbutn", 1, ATTN_NONE);
M_StartControlPanel ();
M_QuickSave();
}
void Cmd_Quickload (void *plyr, int argc, char **argv)
{ // F9
S_Sound (NULL, CHAN_VOICE, "switches/normbutn", 1, ATTN_NONE);
M_StartControlPanel ();
M_QuickLoad();
}
void Cmd_Menu_Endgame (void *plyr, int argc, char **argv)
{ // F7
S_Sound (NULL, CHAN_VOICE, "switches/normbutn", 1, ATTN_NONE);
M_StartControlPanel ();
M_EndGame(0);
}
void Cmd_Menu_Quit (void *plyr, int argc, char **argv)
{ // F10
S_Sound (NULL, CHAN_VOICE, "switches/normbutn", 1, ATTN_NONE);
M_StartControlPanel ();
M_QuitDOOM(0);
}
void Cmd_Menu_Game (void *plyr, int argc, char **argv)
{
M_StartControlPanel ();
S_Sound (NULL, CHAN_VOICE, "switches/normbutn", 1, ATTN_NONE);
M_NewGame(0);
}
void Cmd_Menu_Options (void *plyr, int argc, char **argv)
{
M_StartControlPanel ();
S_Sound (NULL, CHAN_VOICE, "switches/normbutn", 1, ATTN_NONE);
M_Options(0);
}
void Cmd_Menu_Player (void *plyr, int argc, char **argv)
{
M_StartControlPanel ();
S_Sound (NULL, CHAN_VOICE, "switches/normbutn", 1, ATTN_NONE);
M_PlayerSetup(0);
}
void Cmd_Bumpgamma (void *plyr, int argc, char **argv)
{
// [RH] Gamma correction tables are now generated
// on the fly for *any* gamma level.
// Q: What are reasonable limits to use here?
float newgamma = gammalevel->value + 0.1;
if (newgamma > 3.0)
newgamma = 1.0;
SetCVarFloat (gammalevel, newgamma);
Printf (PRINT_HIGH, "Gamma correction level %g\n", gammalevel->value);
}
//
// M_ReadSaveStrings
// read the strings from the savegame files
//
void M_ReadSaveStrings(void)
{
int handle;
int count;
int i;
char name[256];
for (i = 0; i < load_end; i++)
{
G_BuildSaveName (name, i);
handle = open (name, O_RDONLY | 0, 0666);
if (handle == -1)
{
strcpy (&savegamestrings[i][0], EMPTYSTRING);
LoadMenu[i].status = 0;
continue;
}
count = read (handle, &savegamestrings[i], SAVESTRINGSIZE);
close (handle);
LoadMenu[i].status = 1;
}
}
//
// M_LoadGame & Cie.
//
void M_DrawLoad(void)
{
int i;
V_DrawPatchClean (72, 28, &screen, W_CacheLumpName ("M_LOADG",PU_CACHE));
for (i = 0; i < load_end; i++)
{
M_DrawSaveLoadBorder (LoadDef.x, LoadDef.y+LINEHEIGHT*i, 24);
V_DrawTextCleanMove (CR_RED, LoadDef.x, LoadDef.y+LINEHEIGHT*i, savegamestrings[i]);
}
}
//
// Draw border for the savegame description
// [RH] Width of the border is variable
//
void M_DrawSaveLoadBorder (int x, int y, int len)
{
int i;
V_DrawPatchClean (x-8, y+7, &screen, W_CacheLumpName ("M_LSLEFT",PU_CACHE));
for (i = 0; i < len; i++)
{
V_DrawPatchClean (x, y+7, &screen, W_CacheLumpName ("M_LSCNTR",PU_CACHE));
x += 8;
}
V_DrawPatchClean (x, y+7, &screen, W_CacheLumpName ("M_LSRGHT",PU_CACHE));
}
//
// User wants to load this game
//
void M_LoadSelect (int choice)
{
char name[256];
G_BuildSaveName (name, choice);
G_LoadGame (name);
gamestate = gamestate == GS_FULLCONSOLE ? GS_HIDECONSOLE : gamestate;
M_ClearMenus ();
BorderNeedRefresh = true;
if (quickSaveSlot == -2)
{
quickSaveSlot = choice;
}
}
//
// Selected from DOOM menu
//
void M_LoadGame (int choice)
{
if (netgame)
{
M_StartMessage(LOADNET,NULL,false);
return;
}
M_SetupNextMenu(&LoadDef);
M_ReadSaveStrings();
}
//
// M_SaveGame & Cie.
//
void M_DrawSave(void)
{
int i;
V_DrawPatchClean (72,28,&screen,W_CacheLumpName("M_SAVEG",PU_CACHE));
for (i = 0; i < load_end; i++)
{
M_DrawSaveLoadBorder(LoadDef.x,LoadDef.y+LINEHEIGHT*i,24);
V_DrawTextCleanMove (CR_RED, LoadDef.x,LoadDef.y+LINEHEIGHT*i,savegamestrings[i]);
}
if (genStringEnter)
{
i = V_StringWidth(savegamestrings[saveSlot]);
V_DrawTextCleanMove (CR_RED, LoadDef.x + i,LoadDef.y+LINEHEIGHT*saveSlot,"_");
}
}
//
// M_Responder calls this when user is finished
//
void M_DoSave (int slot)
{
G_SaveGame (slot,savegamestrings[slot]);
M_ClearMenus ();
BorderNeedRefresh = true;
// PICK QUICKSAVE SLOT YET?
if (quickSaveSlot == -2)
quickSaveSlot = slot;
}
//
// User wants to save. Start string input for M_Responder
//
void M_SaveSelect (int choice)
{
// we are going to be intercepting all chars
genStringEnter = 1;
genStringEnd = M_DoSave;
genStringLen = SAVESTRINGSIZE-1;
saveSlot = choice;
strcpy(saveOldString,savegamestrings[choice]);
if (!strcmp(savegamestrings[choice],EMPTYSTRING))
savegamestrings[choice][0] = 0;
saveCharIndex = strlen(savegamestrings[choice]);
}
//
// Selected from DOOM menu
//
void M_SaveGame (int choice)
{
if (!usergame)
{
M_StartMessage(SAVEDEAD,NULL,false);
return;
}
if (gamestate != GS_LEVEL)
return;
M_SetupNextMenu(&SaveDef);
M_ReadSaveStrings();
}
//
// M_QuickSave
//
char tempstring[80];
void M_QuickSaveResponse(int ch)
{
if (ch == 'y')
{
M_DoSave(quickSaveSlot);
S_Sound (NULL, CHAN_VOICE, "switches/exitbutn", 1, ATTN_NONE);
}
}
void M_QuickSave(void)
{
if (!usergame)
{
S_Sound (NULL, CHAN_VOICE, "player/male/grunt1", 1, ATTN_NONE);
return;
}
if (gamestate != GS_LEVEL)
return;
if (quickSaveSlot < 0)
{
M_StartControlPanel();
M_ReadSaveStrings();
M_SetupNextMenu(&SaveDef);
quickSaveSlot = -2; // means to pick a slot now
return;
}
sprintf(tempstring,QSPROMPT,savegamestrings[quickSaveSlot]);
M_StartMessage(tempstring,M_QuickSaveResponse,true);
}
//
// M_QuickLoad
//
void M_QuickLoadResponse(int ch)
{
if (ch == 'y')
{
M_LoadSelect(quickSaveSlot);
S_Sound (NULL, CHAN_VOICE, "switches/exitbutn", 1, ATTN_NONE);
}
}
void M_QuickLoad(void)
{
if (netgame)
{
M_StartMessage(QLOADNET,NULL,false);
return;
}
if (quickSaveSlot < 0)
{
M_StartControlPanel();
M_LoadGame (0);
return;
}
sprintf(tempstring,QLPROMPT,savegamestrings[quickSaveSlot]);
M_StartMessage(tempstring,M_QuickLoadResponse,true);
}
//
// Read This Menus
// Had a "quick hack to fix romero bug"
//
void M_DrawReadThis1(void)
{
inhelpscreens = true;
switch ( gamemode )
{
case commercial:
V_DrawPatchIndirect (0,0,&screen,W_CacheLumpName("HELP",PU_CACHE));
break;
case shareware:
case registered:
case retail:
V_DrawPatchIndirect (0,0,&screen,W_CacheLumpName("HELP1",PU_CACHE));
break;
default:
break;
}
return;
}
//
// Read This Menus - optional second page.
//
void M_DrawReadThis2(void)
{
inhelpscreens = true;
switch ( gamemode )
{
case retail:
case commercial:
// This hack keeps us from having to change menus.
V_DrawPatchIndirect (0,0,&screen,W_CacheLumpName("CREDIT",PU_CACHE));
break;
case shareware:
case registered:
V_DrawPatchIndirect (0,0,&screen,W_CacheLumpName("HELP2",PU_CACHE));
break;
default:
break;
}
return;
}
//
// M_DrawMainMenu
//
void M_DrawMainMenu(void)
{
V_DrawPatchClean (94,2,&screen,W_CacheLumpName("M_DOOM",PU_CACHE));
}
//
// M_NewGame
//
void M_DrawNewGame(void)
{
V_DrawPatchClean (96,14,&screen,W_CacheLumpName("M_NEWG",PU_CACHE));
V_DrawPatchClean (54,38,&screen,W_CacheLumpName("M_SKILL",PU_CACHE));
}
void M_NewGame(int choice)
{
if (netgame && !demoplayback)
{
M_StartMessage(NEWGAME,NULL,false);
return;
}
if (gamemode == commercial)
M_SetupNextMenu(&NewDef);
else
M_SetupNextMenu(&EpiDef);
}
//
// M_Episode
//
int epi;
void M_DrawEpisode(void)
{
V_DrawPatchClean (54,38,&screen,W_CacheLumpName("M_EPISOD",PU_CACHE));
}
void M_VerifyNightmare(int ch)
{
if (ch != 'y')
return;
SetCVarFloat (gameskill, nightmare);
G_DeferedInitNew (CalcMapName (epi+1, 1));
gamestate = gamestate == GS_FULLCONSOLE ? GS_HIDECONSOLE : gamestate;
M_ClearMenus ();
}
void M_ChooseSkill(int choice)
{
if (choice == nightmare)
{
M_StartMessage(NIGHTMARE,M_VerifyNightmare,true);
return;
}
SetCVarFloat (gameskill, (float)choice);
gamestate = gamestate == GS_FULLCONSOLE ? GS_HIDECONSOLE : gamestate;
G_DeferedInitNew (CalcMapName (epi+1, 1));
gamestate = gamestate == GS_FULLCONSOLE ? GS_HIDECONSOLE : gamestate;
M_ClearMenus ();
}
void M_Episode (int choice)
{
if ((gamemode == shareware) && choice)
{
M_StartMessage(SWSTRING,NULL,false);
M_SetupNextMenu(&ReadDef1);
return;
}
// Yet another hack...
if ((gamemode != retail) && (choice > 2))
{
Printf (PRINT_HIGH, "M_Episode: 4th episode requires Ultimate DOOM\n");
choice = 0;
}
epi = choice;
M_SetupNextMenu(&NewDef);
}
//
// M_Options
//
void M_DrawOptions(void)
{
V_DrawPatchClean (108,15,&screen,W_CacheLumpName("M_OPTTTL",PU_CACHE));
}
void M_Options(int choice)
{
//M_SetupNextMenu(&OptionsDef);
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 (NULL, CHAN_VOICE, "player/male/grunt1", 1, ATTN_NONE);
return;
}
if (netgame)
{
M_StartMessage(NETEND,NULL,false);
return;
}
M_StartMessage(ENDGAME,M_EndGameResponse,true);
}
//
// M_ReadThis
//
void M_ReadThis(int choice)
{
choice = 0;
drawSkull = false;
M_SetupNextMenu(&ReadDef1);
}
void M_ReadThis2(int choice)
{
choice = 0;
drawSkull = false;
M_SetupNextMenu(&ReadDef2);
}
void M_FinishReadThis(int choice)
{
choice = 0;
drawSkull = true;
MenuStackDepth = 0;
M_SetupNextMenu(&MainDef);
}
//
// M_QuitDOOM
//
char *quitsounds[8] =
{
"player/male/death1",
"demon/pain",
"grunt/pain",
"misc/gibbed",
"misc/teleport",
"grunt/sight1",
"grunt/sight3",
"demon/melee"
};
char *quitsounds2[8] =
{
"vile/active",
"misc/p_pkup",
"brain/cube",
"misc/gibbed",
"skeleton/swing",
"knight/death",
"baby/active",
"demon/melee"
};
void M_QuitResponse(int ch)
{
if (ch != 'y')
return;
if (!netgame)
{
if (gamemode == commercial) {
S_Sound (NULL, CHAN_VOICE, quitsounds2[(gametic>>2)&7], 1, ATTN_SURROUND);
} else {
S_Sound (NULL, CHAN_VOICE, quitsounds[(gametic>>2)&7], 1, ATTN_SURROUND);
}
I_WaitVBL(105);
}
exit (0);
}
void M_QuitDOOM (int choice)
{
// We pick index 0 which is language sensitive,
// or one at random, between 1 and maximum number.
if (language != english )
sprintf(endstring,"%s\n\n%s", endmsg[0], DOSY );
else
sprintf(endstring,"%s\n\n%s", endmsg[ (gametic%(NUM_QUITMESSAGES-2))+1 ], DOSY);
M_StartMessage(endstring,M_QuitResponse,true);
}
//
// [RH] Player Setup Menu code
//
void M_DrawSlider (int x, int y, float min, float max, float cur);
static char *genders[3] = { "male", "female", "cyborg" };
static state_t *PlayerState;
static int PlayerTics;
extern cvar_t *name, *team;
static void M_PlayerSetup (int choice)
{
choice = 0;
strcpy (savegamestrings[0], name->string);
strcpy (savegamestrings[1], team->string);
M_DemoNoPlay = true;
if (demoplayback)
G_CheckDemoStatus ();
M_SetupNextMenu (&PSetupDef);
PlayerState = &states[mobjinfo[MT_PLAYER].seestate];
PlayerTics = PlayerState->tics;
if (!FireGood)
FireGood = V_AllocScreen (&FireScreen, 72, 72 + 5, 8);
}
static void M_PlayerSetupTicker (void)
{
// Based on code in f_finale.c
if (--PlayerTics > 0)
return;
if (PlayerState->tics == -1 || PlayerState->nextstate == S_NULL) {
PlayerState = &states[mobjinfo[MT_PLAYER].seestate];
} else {
PlayerState = &states[PlayerState->nextstate];
}
PlayerTics = PlayerState->tics;
}
static void M_PlayerSetupDrawer (void)
{
// Draw title
{
patch_t *patch = W_CacheLumpName ("M_PSTTL", PU_CACHE);
V_DrawPatchClean (160 - (SHORT(patch->width) >> 1),
PSetupDef.y - (SHORT(patch->height) * 3),
&screen, patch);
}
// Draw player name box
V_DrawTextCleanMove (CR_RED, PSetupDef.x, PSetupDef.y, "Name");
M_DrawSaveLoadBorder (PSetupDef.x + 56, PSetupDef.y, MAXPLAYERNAME+1);
V_DrawTextCleanMove (CR_RED, PSetupDef.x + 56, PSetupDef.y, savegamestrings[0]);
// Draw player team box
V_DrawTextCleanMove (CR_RED, PSetupDef.x, PSetupDef.y + LINEHEIGHT, "Team");
M_DrawSaveLoadBorder (PSetupDef.x + 56, PSetupDef.y + LINEHEIGHT, MAXPLAYERNAME+1);
V_DrawTextCleanMove (CR_RED, PSetupDef.x + 56, PSetupDef.y + LINEHEIGHT, savegamestrings[1]);
// Draw cursor for either of the above
if (genStringEnter)
V_DrawTextCleanMove (CR_RED, PSetupDef.x + V_StringWidth(savegamestrings[saveSlot]) + 56, PSetupDef.y + ((saveSlot == 0) ? 0 : LINEHEIGHT), "_");
// Draw player character
{
int x = 320 - 88 - 32, y = PSetupDef.y + LINEHEIGHT*3 - 14;
x = (x-160)*CleanXfac+(screen.width>>1);
y = (y-100)*CleanYfac+(screen.height>>1);
if (!FireGood) {
V_Clear (x, y, x + 72 * CleanXfac, y + 72 * CleanYfac, &screen, 34);
} else {
// [RH] The following fire code is based on the PTC fire demo
int a, b;
byte *from;
int width, height, pitch;
V_LockScreen (&FireScreen);
width = FireScreen.width;
height = FireScreen.height;
pitch = FireScreen.pitch;
from = FireScreen.buffer + (height - 3) * pitch;
for (a = 0; a < width; a++, from++) {
*from = *(from + (pitch << 1)) = M_Random();
}
from = FireScreen.buffer;
for (b = 0; b < FireScreen.height - 4; b += 2) {
byte *pixel = from;
// special case: first pixel on line
byte *p = pixel + (pitch << 1);
unsigned int top = *p + *(p + width - 1) + *(p + 1);
unsigned int bottom = *(pixel + (pitch << 2));
unsigned int c1 = (top + bottom) >> 2;
if (c1 > 1) c1--;
*pixel = c1;
*(pixel + pitch) = (c1 + bottom) >> 1;
pixel++;
// main line loop
for (a = 1; a < width-1; a++)
{
// sum top pixels
p = pixel + (pitch << 1);
top = *p + *(p - 1) + *(p + 1);
// bottom pixel
bottom = *(pixel + (pitch << 2));
// combine pixels
c1 = (top + bottom) >> 2;
if (c1 > 1) c1--;
// store pixels
*pixel = c1;
*(pixel + pitch) = (c1 + bottom) >> 1; // interpolate
// next pixel
pixel++;
}
// special case: last pixel on line
p = pixel + (pitch << 1);
top = *p + *(p - 1) + *(p - width + 1);
bottom = *(pixel + (pitch << 2));
c1 = (top + bottom) >> 2;
if (c1 > 1) c1--;
*pixel = c1;
*(pixel + pitch) = (c1 + bottom) >> 1;
// next line
from += pitch << 1;
}
y--;
pitch = screen.pitch;
switch (CleanXfac) {
case 1:
for (b = 0; b < FireScreen.height; b++) {
byte *to = screen.buffer + y * screen.pitch + x;
from = FireScreen.buffer + b * FireScreen.pitch;
y += CleanYfac;
for (a = 0; a < FireScreen.width; a++, to++, from++) {
int c;
for (c = CleanYfac; c; c--)
*(to + pitch*c) = FireRemap[*from];
}
}
break;
case 2:
for (b = 0; b < FireScreen.height; b++) {
byte *to = screen.buffer + y * screen.pitch + x;
from = FireScreen.buffer + b * FireScreen.pitch;
y += CleanYfac;
for (a = 0; a < FireScreen.width; a++, to += 2, from++) {
int c;
for (c = CleanYfac; c; c--) {
*(to + pitch*c) = FireRemap[*from];
*(to + pitch*c + 1) = FireRemap[*from];
}
}
}
break;
case 3:
for (b = 0; b < FireScreen.height; b++) {
byte *to = screen.buffer + y * screen.pitch + x;
from = FireScreen.buffer + b * FireScreen.pitch;
y += CleanYfac;
for (a = 0; a < FireScreen.width; a++, to += 3, from++) {
int c;
for (c = CleanYfac; c; c--) {
*(to + pitch*c) = FireRemap[*from];
*(to + pitch*c + 1) = FireRemap[*from];
*(to + pitch*c + 2) = FireRemap[*from];
}
}
}
break;
case 4:
default:
for (b = 0; b < FireScreen.height; b++) {
byte *to = screen.buffer + y * screen.pitch + x;
from = FireScreen.buffer + b * FireScreen.pitch;
y += CleanYfac;
for (a = 0; a < FireScreen.width; a++, to += 4, from++) {
int c;
for (c = CleanYfac; c; c--) {
*(to + pitch*c) = FireRemap[*from];
*(to + pitch*c + 1) = FireRemap[*from];
*(to + pitch*c + 2) = FireRemap[*from];
*(to + pitch*c + 3) = FireRemap[*from];
}
}
}
break;
}
V_UnlockScreen (&FireScreen);
}
}
{
spriteframe_t *sprframe =
&sprites[skins[players[consoleplayer].userinfo.skin].sprite].spriteframes[PlayerState->frame & FF_FRAMEMASK];
V_ColorMap = translationtables + consoleplayer * 256;
V_DrawTranslatedPatchClean (320 - 52 - 32, PSetupDef.y + LINEHEIGHT*3 + 46,
&screen,
W_CacheLumpNum (sprframe->lump[0], PU_CACHE));
}
V_DrawPatchClean (320 - 88 - 32 + 36, PSetupDef.y + LINEHEIGHT*3 + 22,
&screen,
W_CacheLumpName ("M_PBOX", PU_CACHE));
// Draw player color sliders
//V_DrawTextCleanMove (CR_GREY, PSetupDef.x, PSetupDef.y + LINEHEIGHT, "Color");
V_DrawTextCleanMove (CR_RED, PSetupDef.x, PSetupDef.y + LINEHEIGHT*2, "Red");
V_DrawTextCleanMove (CR_RED, PSetupDef.x, PSetupDef.y + LINEHEIGHT*3, "Green");
V_DrawTextCleanMove (CR_RED, PSetupDef.x, PSetupDef.y + LINEHEIGHT*4, "Blue");
{
int x = V_StringWidth ("Green") + 8 + PSetupDef.x;
int color = players[consoleplayer].userinfo.color;
M_DrawSlider (x, PSetupDef.y + LINEHEIGHT*2, 0.0f, 255.0f, RPART(color));
M_DrawSlider (x, PSetupDef.y + LINEHEIGHT*3, 0.0f, 255.0f, GPART(color));
M_DrawSlider (x, PSetupDef.y + LINEHEIGHT*4, 0.0f, 255.0f, BPART(color));
}
// Draw gender setting
{
int x = V_StringWidth ("Gender") + 8 + PSetupDef.x;
V_DrawTextCleanMove (CR_RED, PSetupDef.x, PSetupDef.y + LINEHEIGHT*5, "Gender");
V_DrawTextCleanMove (CR_GREY, x, PSetupDef.y + LINEHEIGHT*5,
genders[players[consoleplayer].userinfo.gender]);
}
// Draw skin setting
{
int x = V_StringWidth ("Skin") + 8 + PSetupDef.x;
V_DrawTextCleanMove (CR_RED, PSetupDef.x, PSetupDef.y + LINEHEIGHT*6, "Skin");
V_DrawTextCleanMove (CR_GREY, x, PSetupDef.y + LINEHEIGHT*6,
skins[players[consoleplayer].userinfo.skin].name);
}
// Draw autoaim setting
{
int x = V_StringWidth ("Autoaim") + 8 + PSetupDef.x;
float aim = autoaim->value;
V_DrawTextCleanMove (CR_RED, PSetupDef.x, PSetupDef.y + LINEHEIGHT*7, "Autoaim");
V_DrawTextCleanMove (CR_GREY, x, PSetupDef.y + LINEHEIGHT*7,
aim == 0 ? "Never" :
aim <= 0.25 ? "Very Low" :
aim <= 0.5 ? "Low" :
aim <= 1 ? "Medium" :
aim <= 2 ? "High" :
aim <= 3 ? "Very High" : "Always");
}
}
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_ChangeSkin (int choice)
{
int skin = players[consoleplayer].userinfo.skin;
if (!choice)
skin = (skin == 0) ? numskins - 1 : skin - 1;
else
skin = (skin < numskins - 1) ? skin + 1 : 0;
cvar_set ("skin", skins[skin].name);
}
static void M_ChangeAutoAim (int choice)
{
static const float ranges[] = { 0, 0.25, 0.5, 1, 2, 3, 5000 };
float aim = autoaim->value;
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;
}
}
}
SetCVarFloat (autoaim, aim);
}
static void M_EditPlayerName (int choice)
{
// we are going to be intercepting all chars
genStringEnter = 1;
genStringEnd = M_PlayerNameChanged;
genStringLen = MAXPLAYERNAME;
saveSlot = 0;
strcpy(saveOldString,savegamestrings[0]);
if (!strcmp(savegamestrings[0],EMPTYSTRING))
savegamestrings[0][0] = 0;
saveCharIndex = strlen(savegamestrings[0]);
}
static void M_PlayerNameChanged (int choice)
{
char command[SAVESTRINGSIZE+8];
sprintf (command, "name \"%s\"", savegamestrings[0]);
AddCommandString (command);
}
static void M_EditPlayerTeam (int choice)
{
// we are going to be intercepting all chars
genStringEnter = 1;
genStringEnd = M_PlayerTeamChanged;
genStringLen = MAXPLAYERNAME;
saveSlot = 1;
strcpy(saveOldString,savegamestrings[1]);
if (!strcmp(savegamestrings[1],EMPTYSTRING))
savegamestrings[1][0] = 0;
saveCharIndex = strlen(savegamestrings[1]);
}
static void M_PlayerTeamChanged (int choice)
{
char command[SAVESTRINGSIZE+8];
sprintf (command, "team \"%s\"", savegamestrings[1]);
AddCommandString (command);
}
static void SendNewColor (int red, int green, int blue)
{
char command[24];
sprintf (command, "color \"%02x %02x %02x\"", red, green, blue);
AddCommandString (command);
}
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_DrawEmptyCell (oldmenu_t *menu, int item)
{
V_DrawPatchClean (menu->x - 10, menu->y+item*LINEHEIGHT - 1, &screen,
W_CacheLumpName("M_CELL1",PU_CACHE));
}
void M_DrawSelCell (oldmenu_t *menu, int item)
{
V_DrawPatchClean (menu->x - 10, menu->y+item*LINEHEIGHT - 1, &screen,
W_CacheLumpName("M_CELL2",PU_CACHE));
}
void M_StartMessage (char *string, void *routine, BOOL input)
{
C_HideConsole ();
messageLastMenuActive = menuactive;
messageToPrint = 1;
messageString = string;
messageRoutine = routine;
messageNeedsInput = input;
menuactive = true;
return;
}
void M_StopMessage (void)
{
menuactive = messageLastMenuActive;
messageToPrint = 0;
}
//
// Find string height from hu_font chars
//
int M_StringHeight(char* string)
{
int h;
int height = SHORT(hu_font[0]->height);
h = height;
while (*string)
if ((*string++) == '\n')
h += height;
return h;
}
//
// CONTROL PANEL
//
//
// M_Responder
//
BOOL M_Responder (event_t* ev)
{
int ch, ch2;
int i;
ch = ch2 = -1;
if (ev->type == ev_keydown) {
ch = ev->data1; // scancode
ch2 = ev->data2; // ASCII
}
if (ch == -1 || chatmodeon)
return false;
if (menuactive && OptionsActive) {
M_OptResponder (ev);
return true;
}
// Save Game string input
// [RH] and Player Name string input
if (genStringEnter)
{
switch(ch)
{
case KEY_BACKSPACE:
if (saveCharIndex > 0)
{
saveCharIndex--;
savegamestrings[saveSlot][saveCharIndex] = 0;
}
break;
case KEY_ESCAPE:
genStringEnter = 0;
M_ClearMenus ();
strcpy(&savegamestrings[saveSlot][0],saveOldString);
break;
case KEY_ENTER:
genStringEnter = 0;
M_ClearMenus ();
if (savegamestrings[saveSlot][0])
genStringEnd(saveSlot); // [RH] Function to call when enter is pressed
break;
default:
ch = toupper(ev->data3); // [RH] Use user keymap
if (ch != 32)
if (ch-HU_FONTSTART < 0 || ch-HU_FONTSTART >= HU_FONTSIZE)
break;
if (ch >= 32 && ch <= 127 &&
saveCharIndex < genStringLen &&
V_StringWidth(savegamestrings[saveSlot]) <
(genStringLen-1)*8)
{
savegamestrings[saveSlot][saveCharIndex++] = ch;
savegamestrings[saveSlot][saveCharIndex] = 0;
}
break;
}
return true;
}
// Take care of any messages that need input
if (messageToPrint)
{
if (messageNeedsInput == true &&
!(ch2 == ' ' || ch2 == 'n' || ch2 == 'y' || ch == KEY_ESCAPE))
return false;
menuactive = messageLastMenuActive;
messageToPrint = 0;
if (messageRoutine)
messageRoutine(ch2);
menuactive = false;
SB_state = -1; // refresh the statbar
BorderNeedRefresh = true;
S_Sound (NULL, CHAN_VOICE, "switches/exitbutn", 1, ATTN_NONE);
return true;
}
// [RH] F-Keys are now just normal keys that can be bound,
// so they aren't checked here anymore.
// 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 && ch == KEY_F1) {
G_ScreenShot (NULL);
return true;
}
// Pop-up menu?
if (!menuactive)
{
if (ch == KEY_ESCAPE)
{
M_StartControlPanel ();
M_SetupNextMenu (&MainDef);
S_Sound (NULL, CHAN_VOICE, "switches/normbutn", 1, ATTN_NONE);
return true;
}
return false;
}
// Keys usable within menu
switch (ch)
{
case KEY_DOWNARROW:
do
{
if (itemOn+1 > currentMenu->numitems-1)
itemOn = 0;
else itemOn++;
S_Sound (NULL, CHAN_VOICE, "plats/pt1_stop", 1, ATTN_NONE);
} while(currentMenu->menuitems[itemOn].status==-1);
return true;
case KEY_UPARROW:
do
{
if (!itemOn)
itemOn = currentMenu->numitems-1;
else itemOn--;
S_Sound (NULL, CHAN_VOICE, "plats/pt1_stop", 1, ATTN_NONE);
} while(currentMenu->menuitems[itemOn].status==-1);
return true;
case KEY_LEFTARROW:
if (currentMenu->menuitems[itemOn].routine &&
currentMenu->menuitems[itemOn].status == 2)
{
S_Sound (NULL, CHAN_VOICE, "plats/pt1_mid", 1, ATTN_NONE);
currentMenu->menuitems[itemOn].routine(0);
}
return true;
case KEY_RIGHTARROW:
if (currentMenu->menuitems[itemOn].routine &&
currentMenu->menuitems[itemOn].status == 2)
{
S_Sound (NULL, CHAN_VOICE, "plats/pt1_mid", 1, ATTN_NONE);
currentMenu->menuitems[itemOn].routine(1);
}
return true;
case KEY_ENTER:
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 (NULL, CHAN_VOICE, "plats/pt1_mid", 1, ATTN_NONE);
}
else
{
currentMenu->menuitems[itemOn].routine(itemOn);
S_Sound (NULL, CHAN_VOICE, "weapons/pistol", 1, ATTN_NONE);
}
}
return true;
// [RH] Escape now moves back one menu instead of
// quitting the menu system. Thus, backspace
// is now ignored.
case KEY_ESCAPE:
currentMenu->lastOn = itemOn;
M_PopMenuStack ();
return true;
default:
if (ch2) {
for (i = itemOn+1;i < currentMenu->numitems;i++)
if (currentMenu->menuitems[i].alphaKey == ch2)
{
itemOn = i;
S_Sound (NULL, CHAN_VOICE, "plats/pt1_stop", 1, ATTN_NONE);
return true;
}
for (i = 0;i <= itemOn;i++)
if (currentMenu->menuitems[i].alphaKey == ch2)
{
itemOn = i;
S_Sound (NULL, CHAN_VOICE, "plats/pt1_stop", 1, ATTN_NONE);
return true;
}
}
break;
}
// [RH] Menu now eats all keydown events while active
if (ev->type == ev_keydown)
return true;
else
return false;
}
//
// M_StartControlPanel
//
void M_StartControlPanel (void)
{
// intro might call this repeatedly
if (menuactive)
return;
drawSkull = true;
MenuStackDepth = 0;
menuactive = 1;
C_HideConsole (); // [RH] Make sure console goes bye bye.
OptionsActive = false; // [RH] Make sure none of the options menus appear.
I_PauseMouse (); // [RH] Give the mouse back in windowed modes.
}
//
// M_Drawer
// Called after the view has been rendered,
// but before it has been blitted.
//
void M_Drawer (void)
{
static short x;
static short y;
short i;
short max;
char string[80];
int start;
inhelpscreens = false;
// Horiz. & Vertically center string and print it.
if (messageToPrint)
{
V_DimScreen (&screen);
BorderNeedRefresh = true;
SB_state = -1;
start = 0;
y = 100 - M_StringHeight(messageString)/2;
while(*(messageString+start))
{
for (i = 0;i < (int)strlen(messageString+start);i++)
if (*(messageString+start+i) == '\n')
{
memset(string,0,80);
strncpy(string,messageString+start,i);
start += i+1;
break;
}
if (i == (int)strlen(messageString+start))
{
strcpy(string,messageString+start);
start += i;
}
x = 160 - V_StringWidth(string)/2;
V_DrawTextCleanMove (CR_RED, x,y,string);
y += SHORT(hu_font[0]->height);
}
return;
}
if (!menuactive)
return;
V_DimScreen (&screen);
BorderNeedRefresh = true;
SB_state = -1;
if (OptionsActive) {
M_OptDrawer ();
} else {
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[0])
V_DrawPatchClean (x,y,&screen,
W_CacheLumpName(currentMenu->menuitems[i].name ,PU_CACHE));
y += LINEHEIGHT;
}
// DRAW SKULL
if (drawSkull) {
V_DrawPatchClean(x + SKULLXOFF,currentMenu->y - 5 + itemOn*LINEHEIGHT, &screen,
W_CacheLumpName(skullName[whichSkull],PU_CACHE));
}
}
}
//
// M_ClearMenus
//
void M_ClearMenus (void)
{
if (FireGood) {
V_FreeScreen (&FireScreen);
FireGood = false;
}
menuactive = MenuStackDepth = 0;
drawSkull = true;
M_DemoNoPlay = false;
C_HideConsole (); // [RH] Hide the console if we can.
I_ResumeMouse (); // [RH] Recapture the mouse in windowed modes.
BorderNeedRefresh = true;
// if (!netgame && usergame && paused)
// sendpause = true;
}
//
// 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;
if (MenuStackDepth > 1) {
MenuStackDepth -= 2;
if (MenuStack[MenuStackDepth].isNewStyle) {
OptionsActive = true;
CurrentMenu = MenuStack[MenuStackDepth].menu.new;
CurrentItem = CurrentMenu->lastOn;
} else {
OptionsActive = false;
currentMenu = MenuStack[MenuStackDepth].menu.old;
itemOn = currentMenu->lastOn;
}
drawSkull = MenuStack[MenuStackDepth].drawSkull;
MenuStackDepth++;
S_Sound (NULL, CHAN_VOICE, "switches/normbutn", 1, ATTN_NONE);
} else {
M_ClearMenus ();
S_Sound (NULL, CHAN_VOICE, "switches/exitbutn", 1, ATTN_NONE);
}
}
//
// M_Ticker
//
void M_Ticker (void)
{
if (--skullAnimCounter <= 0)
{
whichSkull ^= 1;
skullAnimCounter = 8;
}
if (currentMenu == &PSetupDef)
M_PlayerSetupTicker ();
}
//
// M_Init
//
extern cvar_t *screenblocks;
void M_Init (void)
{
int i;
currentMenu = &MainDef;
OptionsActive = false;
menuactive = 0;
itemOn = currentMenu->lastOn;
whichSkull = 0;
skullAnimCounter = 10;
drawSkull = true;
screenSize = (int)screenblocks->value - 3;
messageToPrint = 0;
messageString = NULL;
messageLastMenuActive = menuactive;
quickSaveSlot = -1;
// Here we could catch other version dependencies,
// like HELP1/2, and four episodes.
switch ( gamemode )
{
case commercial:
// This is used because DOOM 2 had only one HELP
// page. I use CREDIT as second page now, but
// kept this hack for educational purposes.
MainMenu[readthis] = MainMenu[quitdoom];
MainDef.numitems--;
MainDef.y += 8;
ReadDef1.routine = M_DrawReadThis1;
ReadDef1.x = 330;
ReadDef1.y = 165;
ReadMenu1[0].routine = M_FinishReadThis;
break;
case shareware:
// Episode 2 and 3 are handled,
// branching to an ad screen.
case registered:
// We need to remove the fourth episode.
EpiDef.numitems--;
break;
case retail:
// We are fine.
default:
break;
}
M_OptInit ();
// [RH] Build a palette translation table for the fire
for (i = 0; i < 255; i++)
FireRemap[i] = BestColor (DefaultPalette->basecolors, i, 0, 0, DefaultPalette->numcolors);
}