gzdoom/src/m_menu.cpp
Christoph Oelckers 14fc5516a8 - Extended ACS's 'n' print format specifier to allow printing some other info than the player's name.
It will use negative indices for this. Currently supported strings are level name, level lump name and
  skill name.
- Extended skill definitions so that printable name and image lump name are separate fields so that a 
  printable name can be specified for Doom, too.


SVN r2294 (trunk)
2010-04-20 11:03:31 +00:00

4130 lines
103 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// DOOM selection menu, options, episode etc.
// Sliders and icons. Kinda widget stuff.
//
//-----------------------------------------------------------------------------
// HEADER FILES ------------------------------------------------------------
#include <ctype.h>
#include <fcntl.h>
#include <stdlib.h>
#include <zlib.h>
#if defined(_WIN32)
#include <io.h>
#else
#include <unistd.h>
#include <sys/types.h>
#include <sys/stat.h>
#endif
#include "doomdef.h"
#include "gstrings.h"
#include "c_console.h"
#include "c_dispatch.h"
#include "d_main.h"
#include "i_system.h"
#include "i_video.h"
#include "v_video.h"
#include "v_palette.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"
#include "g_level.h"
#include "d_event.h"
#include "colormatcher.h"
#include "d_netinf.h"
// MACROS ------------------------------------------------------------------
#define SKULLXOFF -32
#define SELECTOR_XOFFSET (-28)
#define SELECTOR_YOFFSET (-1)
#define KEY_REPEAT_DELAY (TICRATE*5/12)
#define KEY_REPEAT_RATE (3)
#define INPUTGRID_WIDTH 13
#define INPUTGRID_HEIGHT 5
// 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 R_GetPlayerTranslation (int color, const FPlayerColorSet *colorset, 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_SaveLoadButtonHandler(EMenuKey key);
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_DrawInputGrid();
static void M_SetupNextMenu (oldmenu_t *menudef);
static void M_StartMessage (const char *string, void(*routine)(int));
static void M_EndMessage (int key);
// [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_ChangeColorSet (int choice);
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;
FButtonStatus MenuButtons[NUM_MKEYS];
int MenuButtonTickers[NUM_MKEYS];
// 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 void (*messageRoutine)(int response); // Non-NULL if only Y/N should close message
static int showSharewareMessage;
static int messageSelection; // 0 {Yes) or 1 (No) [if messageRoutine is non-NULL]
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 const int PLAYERSETUP_LINEHEIGHT = 16;
static char savegamestring[SAVESTRINGSIZE];
static FString EndString;
static short itemOn; // menu item skull is on
static int MenuTime;
static int InfoType;
static int InfoTic;
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 TArray<int> PlayerColorSets;
static FTexture *SavePic;
static FBrokenLines *SaveComment;
static List SaveGames;
static FSaveGameNode *TopSaveGame;
static FSaveGameNode *SelSaveGame;
static FSaveGameNode NewSaveNode;
static int epi; // Selected episode
static const char *saved_playerclass = NULL;
// Heretic and Hexen do not, by default, come with glyphs for all of these
// characters. Oh well. Doom and Strife do.
static const char InputGridChars[INPUTGRID_WIDTH * INPUTGRID_HEIGHT] =
"ABCDEFGHIJKLM"
"NOPQRSTUVWXYZ"
"0123456789+-="
".,!?@'\":;[]()"
"<>^#$%&*/_ \b";
static int InputGridX = INPUTGRID_WIDTH - 1;
static int InputGridY = INPUTGRID_HEIGHT - 1;
static bool InputGridOkay; // Last input was with a controller.
// PRIVATE MENU DEFINITIONS ------------------------------------------------
//
// DOOM MENU
//
static oldmenuitem_t MainMenu[]=
{
{1,0,'n',"M_NGAME",M_NewGame, CR_UNTRANSLATED},
{1,0,'l',"M_LOADG",M_LoadGame, CR_UNTRANSLATED},
{1,0,'s',"M_SAVEG",M_SaveGame, CR_UNTRANSLATED},
{1,0,'o',"M_OPTION",M_Options, CR_UNTRANSLATED}, // [RH] Moved
{1,0,'r',"M_RDTHIS",M_ReadThis, CR_UNTRANSLATED}, // Another hickup with Special edition.
{1,0,'q',"M_QUITG",M_QuitGame, CR_UNTRANSLATED}
};
static oldmenu_t MainDef =
{
countof(MainMenu),
MainMenu,
M_DrawMainMenu,
97,64,
0
};
//
// HERETIC MENU
//
static oldmenuitem_t HereticMainMenu[] =
{
{1,1,'n',"$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
-1 // lastOn
};
static oldmenu_t HexenSkillMenu =
{
0,
SkillSelectMenu,
DrawHexenSkillMenu,
120, 44,
-1
};
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];
if (skill.PicName.Len() != 0)
{
SkillSelectMenu[i].name = skill.PicName;
SkillSelectMenu[i].fulltext = false;
}
else
{
SkillSelectMenu[i].name = skill.MenuName;
SkillSelectMenu[i].fulltext = true;
}
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++;
}
int defskill = DefaultSkill;
if ((unsigned int)defskill >= AllSkills.Size())
{
defskill = (AllSkills.Size() - 1) / 2;
}
// The default skill is only set the first time the menu is opened.
// After that, it opens on whichever skill you last selected.
if (SkillDef.lastOn < 0)
{
SkillDef.lastOn = defskill;
}
if (HexenSkillMenu.lastOn < 0)
{
HexenSkillMenu.lastOn = defskill;
}
// 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,'c',NULL,M_ChangeColorSet, 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,'t',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}
};
enum
{
// These must be changed if the menu definition is altered
PSM_RED = 3,
PSM_GREEN = 4,
PSM_BLUE = 5,
};
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, true);
}
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 | CHAN_UI, "menu/activate", 1, ATTN_NONE);
M_QuickSave();
}
CCMD (quickload)
{ // F9
//M_StartControlPanel (true);
S_Sound (CHAN_VOICE | CHAN_UI, "menu/activate", 1, ATTN_NONE);
M_QuickLoad();
}
CCMD (menu_endgame)
{ // F7
//M_StartControlPanel (true);
S_Sound (CHAN_VOICE | CHAN_UI, "menu/activate", 1, ATTN_NONE);
M_EndGame(0);
}
CCMD (menu_quit)
{ // F10
//M_StartControlPanel (true);
S_Sound (CHAN_VOICE | CHAN_UI, "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 + 0.1f;
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_DoomStrifeChex))
{
FTexture *title = TexMan["M_LOADG"];
screen->DrawTexture (title,
(SCREENWIDTH - title->GetScaledWidth()*CleanXfac)/2, 20*CleanYfac,
DTA_CleanNoMove, true, TAG_DONE);
}
else
{
const char *loadgame = GStrings("MNU_LOADGAME");
screen->DrawText (BigFont, CR_UNTRANSLATED,
(SCREENWIDTH - BigFont->StringWidth (loadgame)*CleanXfac)/2, 10*CleanYfac,
loadgame, DTA_CleanNoMove, true, TAG_DONE);
}
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_DoomStrifeChex))
{
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 ();
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 (SmallFont, 216*screen->GetWidth()/640/CleanXfac, comment);
delete[] comment;
delete[] time;
delete[] pcomment;
}
// Extract pic
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 (SmallFont, 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 (SmallFont, 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 (SmallFont, 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 (SmallFont, color,
listboxLeft+1, listboxTop+rowHeight*i+CleanYfac, node->Title,
DTA_CleanNoMove, true, TAG_DONE);
}
else
{
screen->DrawText (SmallFont, CR_WHITE,
listboxLeft+1, listboxTop+rowHeight*i+CleanYfac, savegamestring,
DTA_CleanNoMove, true, TAG_DONE);
screen->DrawText (SmallFont, CR_WHITE,
listboxLeft+1+SmallFont->StringWidth (savegamestring)*CleanXfac,
listboxTop+rowHeight*i+CleanYfac, underscore,
DTA_CleanNoMove, true, TAG_DONE);
}
}
else
{
screen->DrawText (SmallFont, 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)
{
if(gameinfo.gametype == GAME_Chex)
M_StartMessage (GStrings("CLOADNET"), NULL);
else
M_StartMessage (GStrings("LOADNET"), NULL);
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_DoomStrifeChex))
{
FTexture *title = TexMan["M_SAVEG"];
screen->DrawTexture (title,
(SCREENWIDTH-title->GetScaledWidth()*CleanXfac)/2, 20*CleanYfac,
DTA_CleanNoMove, true, TAG_DONE);
}
else
{
const char *text = GStrings("MNU_SAVEGAME");
screen->DrawText (BigFont, CR_UNTRANSLATED,
(SCREENWIDTH - BigFont->StringWidth (text)*CleanXfac)/2, 10*CleanYfac,
text, DTA_CleanNoMove, true, TAG_DONE);
}
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);
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 | CHAN_UI, "menu/dismiss", 1, ATTN_NONE);
}
}
void M_QuickSave ()
{
if (!usergame || (players[consoleplayer].health <= 0 && !multiplayer))
{
S_Sound (CHAN_VOICE | CHAN_UI, "menu/invalid", 1, ATTN_NONE);
return;
}
if (gamestate != GS_LEVEL)
return;
if (quickSaveSlot == NULL)
{
M_StartControlPanel(false);
M_SaveGame (0);
return;
}
if(gameinfo.gametype == GAME_Chex)
mysnprintf (tempstring, countof(tempstring), GStrings("CQSPROMPT"), quickSaveSlot->Title);
else
mysnprintf (tempstring, countof(tempstring), GStrings("QSPROMPT"), quickSaveSlot->Title);
strcpy (savegamestring, quickSaveSlot->Title);
M_StartMessage (tempstring, M_QuickSaveResponse);
}
//
// M_QuickLoad
//
void M_QuickLoadResponse (int ch)
{
if (ch == 'y')
{
M_LoadSelect (quickSaveSlot);
S_Sound (CHAN_VOICE | CHAN_UI, "menu/dismiss", 1, ATTN_NONE);
}
}
void M_QuickLoad ()
{
if (netgame)
{
if(gameinfo.gametype == GAME_Chex)
M_StartMessage (GStrings("CQLOADNET"), NULL);
else
M_StartMessage (GStrings("QLOADNET"), NULL);
return;
}
if (quickSaveSlot == NULL)
{
M_StartControlPanel(false);
// signal that whatever gets loaded should be the new quicksave
quickSaveSlot = (FSaveGameNode *)1;
M_LoadGame (0);
return;
}
if(gameinfo.gametype == GAME_Chex)
mysnprintf (tempstring, countof(tempstring), GStrings("CQLPROMPT"), quickSaveSlot->Title);
else
mysnprintf (tempstring, countof(tempstring), GStrings("QLPROMPT"), quickSaveSlot->Title);
M_StartMessage (tempstring, M_QuickLoadResponse);
}
//
// Read This Menus
//
void M_DrawReadThis ()
{
FTexture *tex = NULL, *prevpic = NULL;
fixed_t alpha;
// Did the mapper choose a custom help page via MAPINFO?
if ((level.info != NULL) && level.info->f1[0] != 0)
{
tex = TexMan.FindTexture(level.info->f1);
InfoType = 1;
}
if (tex == NULL)
{
tex = TexMan[gameinfo.infoPages[InfoType-1].GetChars()];
}
if (InfoType > 1)
{
prevpic = TexMan[gameinfo.infoPages[InfoType-2].GetChars()];
}
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_DoomChex)
{
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;
mysnprintf (name, countof(name), "FBUL%c0", (frame+2)%7 + 'A');
screen->DrawTexture (TexMan[name], 37, 80, DTA_Clean, true, TAG_DONE);
mysnprintf (name, countof(name), "FBUL%c0", frame + 'A');
screen->DrawTexture (TexMan[name], 278, 80, DTA_Clean, true, TAG_DONE);
}
else
{
int frame = (MenuTime / 3) % 18;
mysnprintf (name, countof(name), "M_SKL%.2d", 17 - frame);
screen->DrawTexture (TexMan[name], 40, 10, DTA_Clean, true, TAG_DONE);
mysnprintf (name, countof(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_DoomStrifeChex))
{
screen->DrawTexture (TexMan[gameinfo.gametype & GAME_DoomChex ? "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)
{
if(gameinfo.gametype == GAME_Chex)
M_StartMessage (GStrings("CNEWGAME"), NULL);
else
M_StartMessage (GStrings("NEWGAME"), NULL);
return;
}
// Set up episode menu positioning
if (gameinfo.gametype & (GAME_DoomStrifeChex))
{
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 (AllSkills.Size() == 1)
{
M_ChooseSkill(0);
}
else if (EpisodeNoSkill[0])
{
M_ChooseSkill(AllSkills.Size() == 2? 1:2);
}
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 (BigFont, 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);
mysnprintf (name, countof(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 (BigFont, gameinfo.gametype & GAME_DoomChex ? 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].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 (BigFont, CR_UNTRANSLATED, 74, 16, GStrings("MNU_CHOOSESKILL"), DTA_Clean, true, TAG_DONE);
}
//
// M_Episode
//
void M_DrawEpisode ()
{
if (gameinfo.gametype & (GAME_DoomStrifeChex))
{
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);
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);
//M_SetupNextMenu(&ReadDef);
}
else if (gameinfo.gametype == GAME_Chex)
{
M_StartMessage(GStrings("CSWSTRING"), NULL);
}
else
{
showSharewareMessage = 3*TICRATE;
}
return;
}
epi = choice;
if (AllSkills.Size() == 1)
{
saved_playerclass = NULL;
M_ChooseSkill(0);
return;
}
else if (EpisodeNoSkill[choice])
{
saved_playerclass = NULL;
M_ChooseSkill(AllSkills.Size() == 2? 1:2);
return;
}
M_StartupSkillMenu(saved_playerclass);
saved_playerclass = NULL;
}
//==========================================================================
//
// SCClass
//
//==========================================================================
static void SCClass (int option)
{
if (netgame)
{
if(gameinfo.gametype == GAME_Chex)
M_StartMessage (GStrings("CNEWGAME"), NULL);
else
M_StartMessage (GStrings("NEWGAME"), NULL);
return;
}
if (option == 3)
playerclass = "Random";
else
playerclass = PlayerClasses[option].Type->Meta.GetMetaString (APMETA_DisplayName);
if (EpiDef.numitems > 1)
{
saved_playerclass = playerclass;
M_SetupNextMenu (&EpiDef);
}
else if (AllSkills.Size() == 1)
{
M_ChooseSkill(0);
}
else if (!EpisodeNoSkill[0])
{
M_StartupSkillMenu(playerclass);
}
else
{
M_ChooseSkill(AllSkills.Size() == 2? 1:2);
}
}
// [GRB]
static void M_ChooseClass (int choice)
{
if (netgame)
{
if(gameinfo.gametype == GAME_Chex)
M_StartMessage (GStrings("CNEWGAME"), NULL);
else
M_StartMessage (GStrings("NEWGAME"), NULL);
return;
}
playerclass = (choice < ClassMenuDef.numitems-1) ? ClassMenuItems[choice].name : "Random";
if (EpiDef.numitems > 1)
{
saved_playerclass = playerclass;
M_SetupNextMenu (&EpiDef);
}
else if (AllSkills.Size() == 1)
{
M_ChooseSkill(0);
}
else if (EpisodeNoSkill[0])
{
M_ChooseSkill(AllSkills.Size() == 2? 1:2);
}
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 | CHAN_UI, "menu/invalid", 1, ATTN_NONE);
return;
}
if (netgame)
{
if(gameinfo.gametype == GAME_Chex)
M_StartMessage(GStrings("CNETEND"), NULL);
else
M_StartMessage(GStrings("NETEND"), NULL);
return;
}
if(gameinfo.gametype == GAME_Chex)
M_StartMessage(GStrings("CENDGAME"), M_EndGameResponse);
else
M_StartMessage(GStrings("ENDGAME"), M_EndGameResponse);
}
//
// 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 ((level.info != NULL && level.info->f1[0] != 0) || InfoType > int(gameinfo.infoPages.Size()))
{
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.IsNotEmpty())
{
S_Sound (CHAN_VOICE | CHAN_UI, gameinfo.quitSound, 1, ATTN_NONE);
I_WaitVBL (105);
}
}
ST_Endoom();
}
void M_QuitGame (int choice)
{
if (gameinfo.gametype & (GAME_DoomStrifeChex))
{
int quitmsg = 0;
if (gameinfo.gametype == GAME_Doom)
{
quitmsg = gametic % (NUM_QUITDOOMMESSAGES + 1);
}
else if (gameinfo.gametype == GAME_Strife)
{
quitmsg = gametic % (NUM_QUITSTRIFEMESSAGES + 1);
if (quitmsg != 0) quitmsg += NUM_QUITDOOMMESSAGES;
}
else
{
quitmsg = gametic % (NUM_QUITCHEXMESSAGES + 1);
if (quitmsg != 0) quitmsg += NUM_QUITDOOMMESSAGES + NUM_QUITSTRIFEMESSAGES;
}
if (quitmsg != 0)
{
EndString.Format("QUITMSG%d", quitmsg);
EndString.Format("%s\n\n%s", GStrings(EndString), GStrings("DOSY"));
}
else
{
EndString.Format("%s\n\n%s", GStrings("QUITMSG"), GStrings("DOSY"));
}
}
else
{
EndString = GStrings("RAVENQUITMSG");
}
M_StartMessage (EndString, M_QuitResponse);
}
//
// [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,
P_GetPlayerColorSet(PlayerClass->Type->TypeName, players[consoleplayer].userinfo.colorset),
&skins[PlayerSkin], translationtables[TRANSLATION_Players][MAXPLAYERS]);
PlayerState = GetDefaultByType (PlayerClass->Type)->SeeState;
PlayerTics = PlayerState->GetTics();
if (FireTexture == NULL)
{
FireTexture = new FBackdropTexture;
}
P_EnumPlayerColorSets(PlayerClass->Type->TypeName, &PlayerColorSets);
}
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)];
P_EnumPlayerColorSets(PlayerClass->Type->TypeName, &PlayerColorSets);
}
else
{
PickPlayerClass ();
}
if (PlayerClass != oldclass)
{
PlayerState = GetDefaultByType (PlayerClass->Type)->SeeState;
PlayerTics = PlayerState->GetTics();
PlayerSkin = R_FindSkin (skins[PlayerSkin].name, int(PlayerClass - &PlayerClasses[0]));
R_GetPlayerTranslation (players[consoleplayer].userinfo.color,
P_GetPlayerColorSet(PlayerClass->Type->TypeName, players[consoleplayer].userinfo.colorset),
&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_DrawPlayerSlider (int x, int y, int cur)
{
const int range = 255;
x = (x - 160) * CleanXfac + screen->GetWidth() / 2;
y = (y - 100) * CleanYfac + screen->GetHeight() / 2;
screen->DrawText (ConFont, CR_WHITE, x, y,
"\x10\x11\x11\x11\x11\x11\x11\x11\x11\x11\x11\x12",
DTA_CellX, 8 * CleanXfac,
DTA_CellY, 8 * CleanYfac,
TAG_DONE);
screen->DrawText (ConFont, CR_ORANGE, x + (5 + (int)((cur * 78) / range)) * CleanXfac, y,
"\x13",
DTA_CellX, 8 * CleanXfac,
DTA_CellY, 8 * CleanYfac,
TAG_DONE);
}
static void M_PlayerSetupDrawer ()
{
const int LINEHEIGHT = PLAYERSETUP_LINEHEIGHT;
int x, xo, yo;
EColorRange label, value;
DWORD color;
if (!(gameinfo.gametype & (GAME_DoomStrifeChex)))
{
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 (BigFont, gameinfo.gametype & GAME_DoomChex ? CR_RED : CR_UNTRANSLATED,
160 - BigFont->StringWidth (text)/2,
15,
text, DTA_Clean, true, TAG_DONE);
// Draw player name box
screen->DrawText (SmallFont, label, PSetupDef.x, PSetupDef.y+yo, "Name", DTA_Clean, true, TAG_DONE);
M_DrawSaveLoadBorder (PSetupDef.x + 56, PSetupDef.y, MAXPLAYERNAME+1);
screen->DrawText (SmallFont, 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 (SmallFont, 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 (SmallFont, label, PSetupDef.x, PSetupDef.y + LINEHEIGHT+yo, "Team",
DTA_Clean, true, TAG_DONE);
screen->DrawText (SmallFont, value, x, PSetupDef.y + LINEHEIGHT+yo,
!TeamLibrary.IsValidTeam (players[consoleplayer].userinfo.team) ? "None" :
Teams[players[consoleplayer].userinfo.team].GetName (),
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_t ScaleX, ScaleY;
if (GetDefaultByType (PlayerClass->Type)->flags4 & MF4_NOSKIN ||
players[consoleplayer].userinfo.PlayerClass == -1 ||
PlayerState->sprite != GetDefaultByType (PlayerClass->Type)->SpawnState->sprite)
{
sprframe = &SpriteFrames[sprites[PlayerState->sprite].spriteframes + PlayerState->GetFrame()];
ScaleX = GetDefaultByType(PlayerClass->Type)->scaleX;
ScaleY = GetDefaultByType(PlayerClass->Type)->scaleY;
}
else
{
sprframe = &SpriteFrames[sprites[skins[PlayerSkin].sprite].spriteframes + PlayerState->GetFrame()];
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),
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 (SmallFont, 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 (SmallFont, 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 selection and sliders
FPlayerColorSet *colorset = P_GetPlayerColorSet(PlayerClass->Type->TypeName, players[consoleplayer].userinfo.colorset);
x = SmallFont->StringWidth("Color") + 8 + PSetupDef.x;
screen->DrawText(SmallFont, label, PSetupDef.x, PSetupDef.y + LINEHEIGHT*2+yo, "Color", DTA_Clean, true, TAG_DONE);
screen->DrawText(SmallFont, value, x, PSetupDef.y + LINEHEIGHT*2+yo,
colorset != NULL ? colorset->Name.GetChars() : "Custom", DTA_Clean, true, TAG_DONE);
// Only show the sliders for a custom color set.
if (colorset == NULL)
{
screen->DrawText (SmallFont, label, PSetupDef.x, PSetupDef.y + int(LINEHEIGHT*2.875)+yo, "Red", DTA_Clean, true, TAG_DONE);
screen->DrawText (SmallFont, label, PSetupDef.x, PSetupDef.y + int(LINEHEIGHT*3.5)+yo, "Green", DTA_Clean, true, TAG_DONE);
screen->DrawText (SmallFont, label, PSetupDef.x, PSetupDef.y + int(LINEHEIGHT*4.125)+yo, "Blue", DTA_Clean, true, TAG_DONE);
x = SmallFont->StringWidth ("Green") + 8 + PSetupDef.x;
color = players[consoleplayer].userinfo.color;
M_DrawPlayerSlider (x, PSetupDef.y + int(LINEHEIGHT*2.875)+yo, RPART(color));
M_DrawPlayerSlider (x, PSetupDef.y + int(LINEHEIGHT*3.5)+yo, GPART(color));
M_DrawPlayerSlider (x, PSetupDef.y + int(LINEHEIGHT*4.125)+yo, BPART(color));
}
// [GRB] Draw class setting
int pclass = players[consoleplayer].userinfo.PlayerClass;
x = SmallFont->StringWidth ("Class") + 8 + PSetupDef.x;
screen->DrawText (SmallFont, label, PSetupDef.x, PSetupDef.y + LINEHEIGHT*5+yo, "Class", DTA_Clean, true, TAG_DONE);
screen->DrawText (SmallFont, 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 (SmallFont, 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 (SmallFont, value, x, PSetupDef.y + LINEHEIGHT*6+yo, "Base", DTA_Clean, true, TAG_DONE);
}
else
{
screen->DrawText (SmallFont, 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 (SmallFont, label, PSetupDef.x, PSetupDef.y + LINEHEIGHT*7+yo, "Gender", DTA_Clean, true, TAG_DONE);
screen->DrawText (SmallFont, 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 (SmallFont, label, PSetupDef.x, PSetupDef.y + LINEHEIGHT*8+yo, "Autoaim", DTA_Clean, true, TAG_DONE);
screen->DrawText (SmallFont, 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,
P_GetPlayerColorSet(PlayerClass->Type->TypeName, players[consoleplayer].userinfo.colorset),
&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 M_ChangeColorSet (int choice)
{
int curpos = (int)PlayerColorSets.Size();
int mycolorset = players[consoleplayer].userinfo.colorset;
while (--curpos >= 0)
{
if (PlayerColorSets[curpos] == mycolorset)
break;
}
if (choice == 0)
{
curpos--;
}
else
{
curpos++;
}
if (curpos < -1)
{
curpos = (int)PlayerColorSets.Size() - 1;
}
else if (curpos >= (int)PlayerColorSets.Size())
{
curpos = -1;
}
mycolorset = (curpos >= 0) ? PlayerColorSets[curpos] : -1;
// disable the sliders if a valid colorset is selected
PlayerSetupMenu[PSM_RED].status =
PlayerSetupMenu[PSM_GREEN].status =
PlayerSetupMenu[PSM_BLUE].status = (mycolorset == -1? 2:-1);
char command[24];
mysnprintf(command, countof(command), "colorset %d", mycolorset);
C_DoCommand(command);
R_GetPlayerTranslation(players[consoleplayer].userinfo.color,
P_GetPlayerColorSet(PlayerClass->Type->TypeName, mycolorset),
&skins[PlayerSkin], translationtables[TRANSLATION_Players][MAXPLAYERS]);
}
static void SendNewColor (int red, int green, int blue)
{
char command[24];
mysnprintf (command, countof(command), "color \"%02x %02x %02x\"", red, green, blue);
C_DoCommand (command);
R_GetPlayerTranslation(MAKERGB (red, green, blue),
P_GetPlayerColorSet(PlayerClass->Type->TypeName, players[consoleplayer].userinfo.colorset),
&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))
{
C_HideConsole ();
messageLastMenuActive = menuactive;
messageToPrint = 1;
messageString = string;
messageRoutine = routine;
messageSelection = 0;
if (menuactive == MENU_Off)
{
M_ActivateMenuInput ();
}
if (messageRoutine != NULL)
{
S_StopSound (CHAN_VOICE);
S_Sound (CHAN_VOICE | CHAN_UI, "menu/prompt", 1, ATTN_NONE);
}
return;
}
void M_EndMessage(int key)
{
menuactive = messageLastMenuActive;
messageToPrint = 0;
if (messageRoutine != NULL)
{
messageRoutine(key);
}
if (menuactive != MENU_Off)
{
M_DeactivateMenuInput();
}
SB_state = screen->GetPageCount(); // refresh the status bar
BorderNeedRefresh = screen->GetPageCount();
S_Sound(CHAN_VOICE | CHAN_UI, "menu/dismiss", 1, ATTN_NONE);
}
//
// Find string height from hu_font chars
//
int M_StringHeight (FFont *font, const char *string)
{
int h;
int height = 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;
EMenuKey mkey = NUM_MKEYS;
bool keyup = true;
ch = -1;
if (chatmodeon)
{
return false;
}
if (menuactive == MENU_Off && ev->type == EV_KeyDown)
{
// Pop-up menu?
if (ev->data1 == KEY_ESCAPE)
{
M_StartControlPanel(true, true);
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;
}
return false;
}
if (menuactive == MENU_WaitKey && OptionsActive)
{
M_OptResponder(ev);
return true;
}
if (menuactive != MENU_On && menuactive != MENU_OnNoPause &&
!genStringEnter && !messageToPrint)
{
return false;
}
// There are a few input sources we are interested in:
//
// EV_KeyDown / EV_KeyUp : joysticks/gamepads/controllers
// EV_GUI_KeyDown / EV_GUI_KeyUp : the keyboard
// EV_GUI_Char : printable characters, which we want in string input mode
//
// This code previously listened for EV_GUI_KeyRepeat to handle repeating
// in the menus, but that doesn't work with gamepads, so now we combine
// the multiple inputs into buttons and handle the repetition manually.
if (ev->type == EV_GUI_Event)
{
// Save game and player name string input
if (genStringEnter)
{
if (ev->subtype == EV_GUI_Char)
{
InputGridOkay = false;
if (saveCharIndex < genStringLen &&
(genStringEnter == 2/*entering player name*/ || (size_t)SmallFont->StringWidth(savegamestring) < (genStringLen-1)*8))
{
savegamestring[saveCharIndex] = (char)ev->data1;
savegamestring[++saveCharIndex] = 0;
}
return true;
}
ch = ev->data1;
if ((ev->subtype == EV_GUI_KeyDown || ev->subtype == EV_GUI_KeyRepeat) && ch == '\b')
{
if (saveCharIndex > 0)
{
saveCharIndex--;
savegamestring[saveCharIndex] = 0;
}
}
else if (ev->subtype == EV_GUI_KeyDown)
{
if (ch == GK_ESCAPE)
{
genStringEnter = 0;
genStringCancel(); // [RH] Function to call when escape is pressed
}
else if (ch == '\r')
{
if (savegamestring[0])
{
genStringEnter = 0;
if (messageToPrint)
M_ClearMenus ();
genStringEnd (SelSaveGame); // [RH] Function to call when enter is pressed
}
}
}
if (ev->subtype == EV_GUI_KeyDown || ev->subtype == EV_GUI_KeyRepeat)
{
return true;
}
}
if (ev->subtype != EV_GUI_KeyDown && ev->subtype != EV_GUI_KeyUp)
{
return false;
}
if (ev->subtype == EV_GUI_KeyRepeat)
{
// We do our own key repeat handling but still want to eat the
// OS's repeated keys.
return true;
}
ch = ev->data1;
keyup = ev->subtype == EV_GUI_KeyUp;
if (messageToPrint && messageRoutine == NULL)
{
if (!keyup && !OptionsActive)
{
D_RemoveNextCharEvent();
M_EndMessage(ch);
return true;
}
}
switch (ch)
{
case GK_ESCAPE: mkey = MKEY_Back; break;
case GK_RETURN: mkey = MKEY_Enter; break;
case GK_UP: mkey = MKEY_Up; break;
case GK_DOWN: mkey = MKEY_Down; break;
case GK_LEFT: mkey = MKEY_Left; break;
case GK_RIGHT: mkey = MKEY_Right; break;
case GK_BACKSPACE: mkey = MKEY_Clear; break;
case GK_PGUP: mkey = MKEY_PageUp; break;
case GK_PGDN: mkey = MKEY_PageDown; break;
default:
if (ch == ' ' && currentMenu == &PSetupDef)
{
mkey = MKEY_Clear;
}
else if (!keyup)
{
if (OptionsActive)
{
M_OptResponder(ev);
}
else
{
ch = tolower (ch);
if (messageToPrint)
{
// Take care of any messages that need input
ch = tolower (ch);
assert(messageRoutine != NULL);
if (ch != ' ' && ch != 'n' && ch != 'y')
{
return false;
}
D_RemoveNextCharEvent();
M_EndMessage(ch);
return true;
}
else
{
// Search for a menu item associated with the pressed key.
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 | CHAN_UI, "menu/cursor", 1, ATTN_NONE);
return true;
}
}
}
}
break;
}
if (!keyup)
{
InputGridOkay = false;
}
}
else if (ev->type == EV_KeyDown || ev->type == EV_KeyUp)
{
keyup = ev->type == EV_KeyUp;
// If this is a button down, it's okay to show the input grid if the
// next action causes us to enter genStringEnter mode. If we are
// already in that mode, then we let M_ButtonHandler() turn it on so
// that it will know if a button press happened while the input grid
// was turned off.
if (!keyup && !genStringEnter)
{
InputGridOkay = true;
}
ch = ev->data1;
switch (ch)
{
case KEY_JOY1:
case KEY_PAD_A:
mkey = MKEY_Enter;
break;
case KEY_JOY2:
case KEY_PAD_B:
mkey = MKEY_Back;
break;
case KEY_JOY3:
case KEY_PAD_X:
mkey = MKEY_Clear;
break;
case KEY_JOY5:
case KEY_PAD_LSHOULDER:
mkey = MKEY_PageUp;
break;
case KEY_JOY6:
case KEY_PAD_RSHOULDER:
mkey = MKEY_PageDown;
break;
case KEY_PAD_DPAD_UP:
case KEY_PAD_LTHUMB_UP:
case KEY_JOYAXIS1MINUS:
case KEY_JOYPOV1_UP:
mkey = MKEY_Up;
break;
case KEY_PAD_DPAD_DOWN:
case KEY_PAD_LTHUMB_DOWN:
case KEY_JOYAXIS1PLUS:
case KEY_JOYPOV1_DOWN:
mkey = MKEY_Down;
break;
case KEY_PAD_DPAD_LEFT:
case KEY_PAD_LTHUMB_LEFT:
case KEY_JOYAXIS2MINUS:
case KEY_JOYPOV1_LEFT:
mkey = MKEY_Left;
break;
case KEY_PAD_DPAD_RIGHT:
case KEY_PAD_LTHUMB_RIGHT:
case KEY_JOYAXIS2PLUS:
case KEY_JOYPOV1_RIGHT:
mkey = MKEY_Right;
break;
}
// Any button press will work for messages without callbacks
if (!keyup && messageToPrint && messageRoutine == NULL)
{
M_EndMessage(ch);
return true;
}
}
if (mkey != NUM_MKEYS)
{
if (keyup)
{
MenuButtons[mkey].ReleaseKey(ch);
}
else
{
MenuButtons[mkey].PressKey(ch);
if (mkey <= MKEY_PageDown)
{
MenuButtonTickers[mkey] = KEY_REPEAT_DELAY;
}
M_ButtonHandler(mkey, false);
}
}
if (ev->type == EV_GUI_Event && (currentMenu == &SaveDef || currentMenu == &LoadDef))
{
return M_SaveLoadResponder (ev);
}
// Eat key downs, but let the rest through.
return !keyup;
}
void M_ButtonHandler(EMenuKey key, bool repeat)
{
if (OptionsActive)
{
M_OptButtonHandler(key, repeat);
return;
}
if (key == MKEY_Back)
{
if (genStringEnter)
{
// Cancel string entry.
genStringEnter = 0;
genStringCancel();
}
else if (messageToPrint)
{
M_EndMessage(GK_ESCAPE);
}
else
{
// Save the cursor position on the current menu, and pop it off the stack
// to go back to the previous menu.
currentMenu->lastOn = itemOn;
M_PopMenuStack();
}
return;
}
if (messageToPrint)
{
if (key == MKEY_Down || key == MKEY_Up)
{
messageSelection ^= 1;
}
else if (key == MKEY_Enter)
{
M_EndMessage(messageSelection == 0 ? 'y' : 'n');
}
return;
}
if (genStringEnter)
{
int ch;
switch (key)
{
case MKEY_Down:
InputGridY = (InputGridY + 1) % INPUTGRID_HEIGHT;
break;
case MKEY_Up:
InputGridY = (InputGridY + INPUTGRID_HEIGHT - 1) % INPUTGRID_HEIGHT;
break;
case MKEY_Right:
InputGridX = (InputGridX + 1) % INPUTGRID_WIDTH;
break;
case MKEY_Left:
InputGridX = (InputGridX + INPUTGRID_WIDTH - 1) % INPUTGRID_WIDTH;
break;
case MKEY_Clear:
if (saveCharIndex > 0)
{
savegamestring[--saveCharIndex] = 0;
}
break;
case MKEY_Enter:
assert(unsigned(InputGridX) < INPUTGRID_WIDTH && unsigned(InputGridY) < INPUTGRID_HEIGHT);
if (InputGridOkay)
{
ch = InputGridChars[InputGridX + InputGridY * INPUTGRID_WIDTH];
if (ch == 0) // end
{
if (savegamestring[0] != '\0')
{
genStringEnter = 0;
if (messageToPrint)
{
M_ClearMenus();
}
genStringEnd(SelSaveGame);
}
}
else if (ch == '\b') // bs
{
if (saveCharIndex > 0)
{
savegamestring[--saveCharIndex] = 0;
}
}
else if (saveCharIndex < genStringLen &&
(genStringEnter == 2/*entering player name*/ || (size_t)SmallFont->StringWidth(savegamestring) < (genStringLen-1)*8))
{
savegamestring[saveCharIndex] = ch;
savegamestring[++saveCharIndex] = 0;
}
}
break;
default:
break; // Keep GCC quiet
}
InputGridOkay = true;
return;
}
if (currentMenu == &SaveDef || currentMenu == &LoadDef)
{
M_SaveLoadButtonHandler(key);
return;
}
switch (key)
{
case MKEY_Down:
do
{
if (itemOn + 1 >= currentMenu->numitems)
itemOn = 0;
else itemOn++;
S_Sound (CHAN_VOICE | CHAN_UI, "menu/cursor", 1, ATTN_NONE);
} while (currentMenu->menuitems[itemOn].status == -1);
break;
case MKEY_Up:
do
{
if (itemOn == 0)
itemOn = currentMenu->numitems - 1;
else itemOn--;
S_Sound (CHAN_VOICE | CHAN_UI, "menu/cursor", 1, ATTN_NONE);
} while (currentMenu->menuitems[itemOn].status == -1);
break;
case MKEY_Left:
if (currentMenu->menuitems[itemOn].routine &&
currentMenu->menuitems[itemOn].status == 2)
{
S_Sound (CHAN_VOICE | CHAN_UI, "menu/change", 1, ATTN_NONE);
currentMenu->menuitems[itemOn].routine(0);
}
break;
case MKEY_Right:
if (currentMenu->menuitems[itemOn].routine &&
currentMenu->menuitems[itemOn].status == 2)
{
S_Sound (CHAN_VOICE | CHAN_UI, "menu/change", 1, ATTN_NONE);
currentMenu->menuitems[itemOn].routine(1);
}
break;
case MKEY_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 (CHAN_VOICE | CHAN_UI, "menu/change", 1, ATTN_NONE);
}
else
{
currentMenu->menuitems[itemOn].routine(itemOn);
S_Sound (CHAN_VOICE | CHAN_UI, "menu/choose", 1, ATTN_NONE);
}
}
break;
case MKEY_Clear:
if (currentMenu == &PSetupDef)
{
PlayerRotation ^= 8;
}
break;
default:
break; // Keep GCC quiet
}
}
static void M_SaveLoadButtonHandler(EMenuKey key)
{
if (SelSaveGame == NULL || SelSaveGame->Succ == NULL)
{
return;
}
switch (key)
{
case MKEY_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 MKEY_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 MKEY_Enter:
if (currentMenu == &LoadDef)
{
M_LoadSelect (SelSaveGame);
}
else
{
M_SaveSelect (SelSaveGame);
}
break;
default:
break; // Keep GCC quiet
}
}
static bool M_SaveLoadResponder (event_t *ev)
{
if (ev->subtype != EV_GUI_KeyDown)
{
return false;
}
if (SelSaveGame != NULL && SelSaveGame->Succ != NULL)
{
switch (ev->data1)
{
case GK_F1:
if (!SelSaveGame->Filename.IsEmpty())
{
char workbuf[512];
mysnprintf (workbuf, countof(workbuf), "File on disk:\n%s", SelSaveGame->Filename.GetChars());
if (SaveComment != NULL)
{
V_FreeBrokenLines (SaveComment);
}
SaveComment = V_BreakLines (SmallFont, 216*screen->GetWidth()/640/CleanXfac, workbuf);
}
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);
}
break;
case 'N':
if (currentMenu == &SaveDef)
{
SelSaveGame = TopSaveGame = &NewSaveNode;
M_UnloadSaveData ();
}
break;
}
}
return true;
}
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_CancelSaveName ()
{
}
static void M_SaveSelect (const FSaveGameNode *file)
{
// we are going to be intercepting all chars
genStringEnter = 1;
genStringEnd = M_DoSave;
genStringCancel = M_CancelSaveName;
genStringLen = SAVESTRINGSIZE-1;
if (file != &NewSaveNode)
{
strcpy (savegamestring, file->Title);
}
else
{
// If we are naming a new save, don't start the cursor on "end".
if (InputGridX == INPUTGRID_WIDTH - 1 && InputGridY == INPUTGRID_HEIGHT - 1)
{
InputGridX = 0;
InputGridY = 0;
}
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, bool wantTop)
{
// intro might call this repeatedly
if (menuactive == MENU_On)
return;
for (int i = 0; i < NUM_MKEYS; ++i)
{
MenuButtons[i].ReleaseKey(0);
}
drawSkull = true;
MenuStackDepth = 0;
if (wantTop)
{
M_SetupNextMenu(TopLevelMenu);
}
else
{
// Just a default. The caller ought to call M_SetupNextMenu() next.
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 | CHAN_UI, "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;
player_t *player = &players[consoleplayer];
AActor *camera = player->camera;
if (!screen->Accel2D && camera != NULL && (gamestate == GS_LEVEL || gamestate == GS_TITLELEVEL))
{
if (camera->player != NULL)
{
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)
{
int fontheight = SmallFont->GetHeight();
screen->Dim (fade);
BorderNeedRefresh = screen->GetPageCount ();
SB_state = screen->GetPageCount ();
FBrokenLines *lines = V_BreakLines (SmallFont, 320, messageString);
y = 100;
for (i = 0; lines[i].Width >= 0; i++)
y -= SmallFont->GetHeight () / 2;
for (i = 0; lines[i].Width >= 0; i++)
{
screen->DrawText (SmallFont, CR_UNTRANSLATED, 160 - lines[i].Width/2, y, lines[i].Text,
DTA_Clean, true, TAG_DONE);
y += fontheight;
}
V_FreeBrokenLines (lines);
if (messageRoutine != NULL)
{
y += fontheight;
screen->DrawText(SmallFont, CR_UNTRANSLATED, 160, y, GStrings["TXT_YES"], DTA_Clean, true, TAG_DONE);
screen->DrawText(SmallFont, CR_UNTRANSLATED, 160, y + fontheight + 1, GStrings["TXT_NO"], DTA_Clean, true, TAG_DONE);
if (skullAnimCounter < 6)
{
screen->DrawText(ConFont, CR_RED,
(150 - 160) * CleanXfac + screen->GetWidth() / 2,
(y + (fontheight + 1) * messageSelection - 100) * CleanYfac + screen->GetHeight() / 2,
"\xd",
DTA_CellX, 8 * CleanXfac,
DTA_CellY, 8 * CleanYfac,
TAG_DONE);
}
}
}
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 (SmallFont, 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
{
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_DoomChex)
{
color = CR_RED;
}
}
const char *text = currentMenu->menuitems[i].name;
if (*text == '$') text = GStrings(text+1);
screen->DrawText (BigFont, 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;
}
// DRAW CURSOR
if (drawSkull)
{
if (currentMenu == &PSetupDef)
{
// [RH] Use options menu cursor for the player setup menu.
if (skullAnimCounter < 6)
{
double item;
// The green slider is halfway between lines, and the red and
// blue ones are offset slightly to make room for it.
if (itemOn < 3)
{
item = itemOn;
}
else if (itemOn > 5)
{
item = itemOn - 1;
}
else if (itemOn == 3)
{
item = 2.875;
}
else if (itemOn == 4)
{
item = 3.5;
}
else
{
item = 4.125;
}
screen->DrawText (ConFont, CR_RED, x - 16,
currentMenu->y + int(item*PLAYERSETUP_LINEHEIGHT) +
(!(gameinfo.gametype & (GAME_DoomStrifeChex)) ? 6 : -1), "\xd",
DTA_Clean, true, TAG_DONE);
}
}
else if (gameinfo.gametype & GAME_DoomChex)
{
screen->DrawTexture (TexMan("M_SKULL1"),
x + SKULLXOFF, currentMenu->y - 5 + itemOn*LINEHEIGHT,
DTA_Clean, true, TAG_DONE);
}
else if (gameinfo.gametype == GAME_Strife)
{
screen->DrawTexture (TexMan("M_CURS1"),
x - 28, currentMenu->y - 5 + itemOn*LINEHEIGHT,
DTA_Clean, true, TAG_DONE);
}
else
{
screen->DrawTexture (TexMan("M_SLCTR1"),
x + SELECTOR_XOFFSET,
currentMenu->y + itemOn*LINEHEIGHT + SELECTOR_YOFFSET,
DTA_Clean, true, TAG_DONE);
}
}
}
if (genStringEnter && InputGridOkay)
{
M_DrawInputGrid();
}
}
}
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;
}
}
static void M_DrawInputGrid()
{
const int cell_width = 18 * CleanXfac;
const int cell_height = 12 * CleanYfac;
const int top_padding = cell_height / 2 - SmallFont->GetHeight() * CleanYfac / 2;
// Darken the background behind the character grid.
// Unless we frame it with a border, I think it looks better to extend the
// background across the full width of the screen.
screen->Dim(0, 0.8f,
0 /*screen->GetWidth()/2 - 13 * cell_width / 2*/,
screen->GetHeight() - 5 * cell_height,
screen->GetWidth() /*13 * cell_width*/,
5 * cell_height);
// Highlight the background behind the selected character.
screen->Dim(MAKERGB(255,248,220), 0.6f,
InputGridX * cell_width - INPUTGRID_WIDTH * cell_width / 2 + screen->GetWidth() / 2,
InputGridY * cell_height - INPUTGRID_HEIGHT * cell_height + screen->GetHeight(),
cell_width, cell_height);
for (int y = 0; y < INPUTGRID_HEIGHT; ++y)
{
const int yy = y * cell_height - INPUTGRID_HEIGHT * cell_height + screen->GetHeight();
for (int x = 0; x < INPUTGRID_WIDTH; ++x)
{
int width;
const int xx = x * cell_width - INPUTGRID_WIDTH * cell_width / 2 + screen->GetWidth() / 2;
const int ch = InputGridChars[y * INPUTGRID_WIDTH + x];
FTexture *pic = SmallFont->GetChar(ch, &width);
EColorRange color;
FRemapTable *remap;
// The highlighted character is yellow; the rest are dark gray.
color = (x == InputGridX && y == InputGridY) ? CR_YELLOW : CR_DARKGRAY;
remap = SmallFont->GetColorTranslation(color);
if (pic != NULL)
{
// Draw a normal character.
screen->DrawTexture(pic, xx + cell_width/2 - width*CleanXfac/2, yy + top_padding,
DTA_Translation, remap,
DTA_CleanNoMove, true,
TAG_DONE);
}
else if (ch == ' ')
{
// Draw the space as a box outline. We also draw it 50% wider than it really is.
const int x1 = xx + cell_width/2 - width * CleanXfac * 3 / 4;
const int x2 = x1 + width * 3 * CleanXfac / 2;
const int y1 = yy + top_padding;
const int y2 = y1 + SmallFont->GetHeight() * CleanYfac;
const int palentry = remap->Remap[remap->NumEntries*2/3];
const uint32 palcolor = remap->Palette[remap->NumEntries*2/3];
screen->Clear(x1, y1, x2, y1+CleanYfac, palentry, palcolor); // top
screen->Clear(x1, y2, x2, y2+CleanYfac, palentry, palcolor); // bottom
screen->Clear(x1, y1+CleanYfac, x1+CleanXfac, y2, palentry, palcolor); // left
screen->Clear(x2-CleanXfac, y1+CleanYfac, x2, y2, palentry, palcolor); // right
}
else if (ch == '\b' || ch == 0)
{
// Draw the backspace and end "characters".
const char *const str = ch == '\b' ? "BS" : "ED";
screen->DrawText(SmallFont, color,
xx + cell_width/2 - SmallFont->StringWidth(str)*CleanXfac/2,
yy + top_padding, str, DTA_CleanNoMove, true, TAG_DONE);
}
}
}
}
//
// 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 | CHAN_UI, "menu/backup", 1, ATTN_NONE);
}
else
{
M_ClearMenus ();
S_Sound (CHAN_VOICE | CHAN_UI, "menu/clear", 1, ATTN_NONE);
}
}
//
// M_Ticker
//
void M_Ticker (void)
{
if (showSharewareMessage)
{
--showSharewareMessage;
}
if (menuactive == MENU_Off)
{
return;
}
MenuTime++;
if (--skullAnimCounter <= 0)
{
skullAnimCounter = 8;
}
if (currentMenu == &PSetupDef || currentMenu == &ClassMenuDef)
{
M_PlayerSetupTicker();
}
for (int i = 0; i < NUM_MKEYS; ++i)
{
if (MenuButtons[i].bDown)
{
if (MenuButtonTickers[i] > 0 && --MenuButtonTickers[i] <= 0)
{
MenuButtonTickers[i] = KEY_REPEAT_RATE;
M_ButtonHandler(EMenuKey(i), true);
}
}
}
}
//
// M_Init
//
EXTERN_CVAR (Int, screenblocks)
void M_Init (void)
{
unsigned int i;
atterm (M_Deinit);
if (gameinfo.gametype & (GAME_DoomStrifeChex))
{
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;
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_DoomStrifeChex)) ? '_' : '[';
underscore[1] = '\0';
if (gameinfo.gametype & GAME_DoomChex)
{
LINEHEIGHT = 16;
}
else if (gameinfo.gametype == GAME_Strife)
{
LINEHEIGHT = 19;
}
else
{
LINEHEIGHT = 20;
}
if (!gameinfo.drawreadthis)
{
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;
}
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_DoomStrifeChex))
{
ClassMenuDef.x = 48;
ClassMenuDef.y = 63;
}
else
{
ClassMenuDef.x = 80;
ClassMenuDef.y = 50;
}
if (ClassMenuDef.numitems > 4)
{
ClassMenuDef.y -= LINEHEIGHT;
}
}
// [RH] Build a palette translation table for the player setup effect
if (gameinfo.gametype != GAME_Hexen)
{
for (i = 0; i < 256; i++)
{
FireRemap.Remap[i] = ColorMatcher.Pick (i/2+32, 0, i/4);
FireRemap.Palette[i] = PalEntry(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);
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];
P_EnumPlayerColorSets(PlayerClass->Type->TypeName, &PlayerColorSets);
}