qzdoom/src/m_menu.cpp

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// DOOM selection menu, options, episode etc.
// Sliders and icons. Kinda widget stuff.
//
//-----------------------------------------------------------------------------
// HEADER FILES ------------------------------------------------------------
#include <ctype.h>
#include <fcntl.h>
#include <stdlib.h>
#include <zlib.h>
#if defined(_WIN32)
#include <io.h>
#else
#include <unistd.h>
#include <sys/types.h>
#include <sys/stat.h>
#endif
#include "doomdef.h"
#include "gstrings.h"
#include "c_console.h"
#include "c_dispatch.h"
#include "d_main.h"
#include "i_system.h"
#include "i_video.h"
#include "v_video.h"
#include "w_wad.h"
#include "r_local.h"
#include "hu_stuff.h"
#include "g_game.h"
#include "m_argv.h"
#include "m_swap.h"
#include "m_random.h"
#include "s_sound.h"
#include "doomstat.h"
#include "m_menu.h"
#include "v_text.h"
#include "st_stuff.h"
#include "d_gui.h"
#include "version.h"
#include "m_png.h"
#include "templates.h"
#include "lists.h"
#include "gi.h"
#include "p_tick.h"
// MACROS ------------------------------------------------------------------
#define SKULLXOFF -32
#define SELECTOR_XOFFSET (-28)
#define SELECTOR_YOFFSET (-1)
// TYPES -------------------------------------------------------------------
struct FSaveGameNode : public Node
{
char Title[SAVESTRINGSIZE];
FString Filename;
bool bOldVersion;
bool bMissingWads;
};
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
void M_DrawSlider (int x, int y, float min, float max, float cur);
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
int M_StringHeight (const char *string);
void M_ClearMenus ();
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static void M_NewGame (int choice);
static void M_Episode (int choice);
static void M_ChooseSkill (int choice);
static void M_LoadGame (int choice);
static void M_SaveGame (int choice);
static void M_Options (int choice);
static void M_EndGame (int choice);
static void M_ReadThis (int choice);
static void M_ReadThisMore (int choice);
static void M_QuitDOOM (int choice);
static void M_GameFiles (int choice);
static void M_ClearSaveStuff ();
static void SCClass (int choice);
static void M_FinishReadThis (int choice);
static void M_QuickSave ();
static void M_QuickLoad ();
static void M_LoadSelect (const FSaveGameNode *file);
static void M_SaveSelect (const FSaveGameNode *file);
static void M_ReadSaveStrings ();
static void M_UnloadSaveStrings ();
static FSaveGameNode *M_RemoveSaveSlot (FSaveGameNode *file);
static void M_ExtractSaveData (const FSaveGameNode *file);
static void M_UnloadSaveData ();
static void M_InsertSaveNode (FSaveGameNode *node);
static BOOL M_SaveLoadResponder (event_t *ev);
static void M_DeleteSaveResponse (int choice);
static void M_DrawMainMenu ();
static void M_DrawReadThis ();
static void M_DrawNewGame ();
static void M_DrawEpisode ();
static void M_DrawLoad ();
static void M_DrawSave ();
static void DrawClassMenu ();
static void DrawHexenSkillMenu ();
static void M_DrawHereticMainMenu ();
static void M_DrawFiles ();
void M_DrawFrame (int x, int y, int width, int height);
static void M_DrawSaveLoadBorder (int x,int y, int len);
static void M_DrawSaveLoadCommon ();
static void M_SetupNextMenu (oldmenu_t *menudef);
static void M_StartMessage (const char *string, void(*routine)(int), bool input);
// [RH] For player setup menu.
void M_PlayerSetup ();
static void M_PlayerSetupTicker ();
static void M_PlayerSetupDrawer ();
static void M_RenderPlayerBackdrop ();
static void M_DrawPlayerBackdrop (int x, int y);
static void M_EditPlayerName (int choice);
static void M_ChangePlayerTeam (int choice);
static void M_PlayerNameChanged (FSaveGameNode *dummy);
static void M_SlidePlayerRed (int choice);
static void M_SlidePlayerGreen (int choice);
static void M_SlidePlayerBlue (int choice);
static void M_ChangeGender (int choice);
static void M_ChangeSkin (int choice);
static void M_ChangeAutoAim (int choice);
static void PickPlayerClass ();
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
EXTERN_CVAR (String, playerclass)
EXTERN_CVAR (String, name)
EXTERN_CVAR (Int, team)
extern bool sendpause;
extern int flagsvar;
// PUBLIC DATA DEFINITIONS -------------------------------------------------
EMenuState menuactive;
menustack_t MenuStack[16];
int MenuStackDepth;
int skullAnimCounter; // skull animation counter
bool drawSkull; // [RH] don't always draw skull
bool M_DemoNoPlay;
bool OptionsActive;
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static char tempstring[80];
static char underscore[2];
static int MenuPClass;
static FSaveGameNode *quickSaveSlot; // NULL = no quicksave slot picked!
static FSaveGameNode *lastSaveSlot; // Used for highlighting the most recently used slot in the menu
static int messageToPrint; // 1 = message to be printed
static const char *messageString; // ...and here is the message string!
static EMenuState messageLastMenuActive;
static bool messageNeedsInput; // timed message = no input from user
static void (*messageRoutine)(int response);
static int showSharewareMessage;
static int genStringEnter; // we are going to be entering a savegame string
static size_t genStringLen; // [RH] Max # of chars that can be entered
static void (*genStringEnd)(FSaveGameNode *);
static int saveSlot; // which slot to save in
static size_t saveCharIndex; // which char we're editing
static int LINEHEIGHT;
static char savegamestring[SAVESTRINGSIZE];
static char endstring[160];
static short itemOn; // menu item skull is on
static short whichSkull; // which skull to draw
static int MenuTime;
static int InfoType;
static int InfoTic;
static const char skullName[2][9] = {"M_SKULL1", "M_SKULL2"}; // graphic name of skulls
static const char cursName[8][8] = // graphic names of Strife menu selector
{
"M_CURS1", "M_CURS2", "M_CURS3", "M_CURS4", "M_CURS5", "M_CURS6", "M_CURS7", "M_CURS8"
};
static oldmenu_t *currentMenu; // current menudef
static oldmenu_t *TopLevelMenu; // The main menu everything hangs off of
static DCanvas *FireScreen;
static byte FireRemap[256];
static char *genders[3] = { "male", "female", "other" };
static const PClass *PlayerClass;
static FState *PlayerState;
static int PlayerTics;
static int PlayerRotation;
static DCanvas *SavePic;
static brokenlines_t *SaveComment;
static List SaveGames;
static FSaveGameNode *TopSaveGame;
static FSaveGameNode *SelSaveGame;
static FSaveGameNode NewSaveNode;
static int epi; // Selected episode
// PRIVATE MENU DEFINITIONS ------------------------------------------------
//
// DOOM MENU
//
static oldmenuitem_t MainMenu[]=
{
{1,0,'n',"M_NGAME",M_NewGame},
{1,0,'l',"M_LOADG",M_LoadGame},
{1,0,'s',"M_SAVEG",M_SaveGame},
{1,0,'o',"M_OPTION",M_Options}, // [RH] Moved
{1,0,'r',"M_RDTHIS",M_ReadThis}, // Another hickup with Special edition.
{1,0,'q',"M_QUITG",M_QuitDOOM}
};
static oldmenu_t MainDef =
{
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
countof(MainMenu),
MainMenu,
M_DrawMainMenu,
97,64,
0
};
//
// HERETIC MENU
//
static oldmenuitem_t HereticMainMenu[] =
{
{1,1,'n',"NEW GAME",M_NewGame},
{1,1,'o',"OPTIONS",M_Options},
{1,1,'f',"GAME FILES",M_GameFiles},
{1,1,'i',"INFO",M_ReadThis},
{1,1,'q',"QUIT GAME",M_QuitDOOM}
};
static oldmenu_t HereticMainDef =
{
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
countof(HereticMainMenu),
HereticMainMenu,
M_DrawHereticMainMenu,
110, 56,
0
};
//
// HEXEN "NEW GAME" MENU
//
static oldmenuitem_t ClassItems[] =
{
{ 1,1, 'f', "FIGHTER", SCClass },
{ 1,1, 'c', "CLERIC", SCClass },
{ 1,1, 'm', "MAGE", SCClass },
{ 1,1, 'r', "RANDOM", SCClass } // [RH]
};
static oldmenu_t ClassMenu =
{
4, ClassItems,
DrawClassMenu,
66, 58,
0
};
//
// EPISODE SELECT
//
oldmenuitem_t EpisodeMenu[MAX_EPISODES] =
{
{1,0,0, NULL, M_Episode},
{1,0,0, NULL, M_Episode},
{1,0,0, NULL, M_Episode},
{1,0,0, NULL, M_Episode},
{1,0,0, NULL, M_Episode},
{1,0,0, NULL, M_Episode},
{1,0,0, NULL, M_Episode},
{1,0,0, NULL, M_Episode},
};
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',"LOAD GAME",M_LoadGame},
{1,1,'s',"SAVE GAME",M_SaveGame}
};
static oldmenu_t FilesMenu =
{
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
countof(FilesItems),
FilesItems,
M_DrawFiles,
110,60,
0
};
//
// DOOM SKILL SELECT
//
static oldmenuitem_t NewGameMenu[]=
{
{1,0,'i',"M_JKILL",M_ChooseSkill},
{1,0,'h',"M_ROUGH",M_ChooseSkill},
{1,0,'h',"M_HURT",M_ChooseSkill},
{1,0,'u',"M_ULTRA",M_ChooseSkill},
{1,0,'n',"M_NMARE",M_ChooseSkill}
};
static oldmenu_t NewDef =
{
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
countof(NewGameMenu),
NewGameMenu, // oldmenuitem_t ->
M_DrawNewGame, // drawing routine ->
48,63, // x,y
2 // lastOn
};
//
// HERETIC SKILL SELECT
//
static oldmenuitem_t HereticSkillItems[] =
{
{1,1,'t',"THOU NEEDETH A WET-NURSE",M_ChooseSkill},
{1,1,'y',"YELLOWBELLIES-R-US",M_ChooseSkill},
{1,1,'b',"BRINGEST THEM ONETH",M_ChooseSkill},
{1,1,'t',"THOU ART A SMITE-MEISTER",M_ChooseSkill},
{1,1,'b',"BLACK PLAGUE POSSESSES THEE",M_ChooseSkill}
};
static oldmenu_t HereticSkillMenu =
{
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
countof(HereticSkillItems),
HereticSkillItems,
M_DrawNewGame,
38, 30,
2
};
//
// HEXEN SKILL SELECT
//
static oldmenuitem_t HexenSkillItems[] =
{
{ 1,1, '1', NULL, M_ChooseSkill },
{ 1,1, '2', NULL, M_ChooseSkill },
{ 1,1, '3', NULL, M_ChooseSkill },
{ 1,1, '4', NULL, M_ChooseSkill },
{ 1,1, '5', NULL, M_ChooseSkill }
};
static oldmenu_t HexenSkillMenu =
{
5, HexenSkillItems,
DrawHexenSkillMenu,
120, 44,
2
};
//
// [RH] Player Setup Menu
//
static oldmenuitem_t PlayerSetupMenu[] =
{
{ 1,0,'n',NULL,M_EditPlayerName},
{ 2,0,'t',NULL,M_ChangePlayerTeam},
{ 2,0,'r',NULL,M_SlidePlayerRed},
{ 2,0,'g',NULL,M_SlidePlayerGreen},
{ 2,0,'b',NULL,M_SlidePlayerBlue},
{ 2,0,'e',NULL,M_ChangeGender},
{ 2,0,'s',NULL,M_ChangeSkin},
{ 2,0,'a',NULL,M_ChangeAutoAim}
};
static oldmenu_t PSetupDef =
{
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
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},
{1,0,'2',NULL, NULL},
{1,0,'3',NULL, NULL},
{1,0,'4',NULL, NULL},
{1,0,'5',NULL, NULL},
{1,0,'6',NULL, NULL},
{1,0,'7',NULL, NULL},
{1,0,'8',NULL, NULL},
};
static oldmenu_t LoadDef =
{
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
countof(LoadMenu),
LoadMenu,
M_DrawLoad,
80,54,
0
};
//
// SAVE GAME MENU
//
static oldmenuitem_t SaveMenu[] =
{
{1,0,'1',NULL, NULL},
{1,0,'2',NULL, NULL},
{1,0,'3',NULL, NULL},
{1,0,'4',NULL, NULL},
{1,0,'5',NULL, NULL},
{1,0,'6',NULL, NULL},
{1,0,'7',NULL, NULL},
{1,0,'8',NULL, NULL},
};
static oldmenu_t SaveDef =
{
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
countof(LoadMenu),
SaveMenu,
M_DrawSave,
80,54,
0
};
// CODE --------------------------------------------------------------------
// [RH] Most menus can now be accessed directly
// through console commands.
CCMD (menu_main)
{
M_StartControlPanel (true);
M_SetupNextMenu (TopLevelMenu);
}
CCMD (menu_load)
{ // F3
M_StartControlPanel (true);
M_LoadGame (0);
}
CCMD (menu_save)
{ // F2
M_StartControlPanel (true);
M_SaveGame (0);
}
CCMD (menu_help)
{ // F1
M_StartControlPanel (true);
M_ReadThis (0);
}
CCMD (quicksave)
{ // F6
//M_StartControlPanel (true);
S_Sound (CHAN_VOICE, "menu/activate", 1, ATTN_NONE);
M_QuickSave();
}
CCMD (quickload)
{ // F9
//M_StartControlPanel (true);
S_Sound (CHAN_VOICE, "menu/activate", 1, ATTN_NONE);
M_QuickLoad();
}
CCMD (menu_endgame)
{ // F7
//M_StartControlPanel (true);
S_Sound (CHAN_VOICE, "menu/activate", 1, ATTN_NONE);
M_EndGame(0);
}
CCMD (menu_quit)
{ // F10
//M_StartControlPanel (true);
S_Sound (CHAN_VOICE, "menu/activate", 1, ATTN_NONE);
M_QuitDOOM(0);
}
CCMD (menu_game)
{
M_StartControlPanel (true);
M_NewGame(0);
}
CCMD (menu_options)
{
M_StartControlPanel (true);
M_Options(0);
}
CCMD (menu_player)
{
M_StartControlPanel (true);
M_PlayerSetup ();
}
CCMD (bumpgamma)
{
// [RH] Gamma correction tables are now generated
// on the fly for *any* gamma level.
// Q: What are reasonable limits to use here?
float newgamma = Gamma + 0.1;
if (newgamma > 3.0)
newgamma = 1.0;
Gamma = newgamma;
Printf ("Gamma correction level %g\n", *Gamma);
}
void M_ActivateMenuInput ()
{
ResetButtonStates ();
menuactive = MENU_On;
// Pause sound effects before we play the menu switch sound.
// That way, it won't be paused.
P_CheckTickerPaused ();
}
void M_DeactivateMenuInput ()
{
menuactive = MENU_Off;
}
void M_DrawFiles ()
{
}
void M_GameFiles (int choice)
{
M_SetupNextMenu (&FilesMenu);
}
//
// M_ReadSaveStrings
//
// Find savegames and read their titles
//
static void M_ReadSaveStrings ()
{
if (SaveGames.IsEmpty ())
{
void *filefirst;
findstate_t c_file;
FString filter;
atterm (M_UnloadSaveStrings);
filter = G_BuildSaveName ("*.zds", -1);
filefirst = I_FindFirst (filter.GetChars(), &c_file);
if (filefirst != ((void *)(-1)))
{
do
{
// I_FindName only returns the file's name and not its full path
FString filepath = G_BuildSaveName (I_FindName(&c_file), -1);
FILE *file = fopen (filepath, "rb");
if (file != NULL)
{
PNGHandle *png;
char sig[16];
char title[SAVESTRINGSIZE+1];
bool oldVer = true;
bool addIt = false;
bool missing = false;
// ZDoom 1.23 betas 21-33 have the savesig first.
// Earlier versions have the savesig second.
// Later versions have the savegame encapsulated inside a PNG.
//
// Old savegame versions are always added to the menu so
// the user can easily delete them if desired.
title[SAVESTRINGSIZE] = 0;
if (NULL != (png = M_VerifyPNG (file)))
{
char *ver = M_GetPNGText (png, "ZDoom Save Version");
2006-04-11 16:27:41 +00:00
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 &&
2006-04-11 16:27:41 +00:00
atoi (ver+9) >= MINSAVEVER &&
engine != NULL)
{
// Was saved with a compatible ZDoom version,
// so check if it's for the current game.
// If it is, add it. Otherwise, ignore it.
char *iwad = M_GetPNGText (png, "Game WAD");
if (iwad != NULL)
{
if (stricmp (iwad, Wads.GetWadName (FWadCollection::IWAD_FILENUM)) == 0)
{
addIt = true;
oldVer = false;
missing = !G_CheckSaveGameWads (png, false);
}
delete[] iwad;
}
}
else
{ // An old version
addIt = true;
}
delete[] ver;
}
if (engine != NULL)
{
delete[] engine;
}
delete png;
}
else
{
fseek (file, 0, SEEK_SET);
if (fread (sig, 1, 16, file) == 16)
{
if (strncmp (sig, "ZDOOMSAVE", 9) == 0)
{
if (fread (title, 1, SAVESTRINGSIZE, file) == SAVESTRINGSIZE)
{
addIt = true;
}
}
else
{
memcpy (title, sig, 16);
if (fread (title + 16, 1, SAVESTRINGSIZE-16, file) == SAVESTRINGSIZE-16 &&
fread (sig, 1, 16, file) == 16 &&
strncmp (sig, "ZDOOMSAVE", 9) == 0)
{
addIt = true;
}
}
}
}
if (addIt)
{
FSaveGameNode *node = new FSaveGameNode;
node->Filename = filepath;
node->bOldVersion = oldVer;
node->bMissingWads = missing;
memcpy (node->Title, title, SAVESTRINGSIZE);
M_InsertSaveNode (node);
}
fclose (file);
}
} while (I_FindNext (filefirst, &c_file) == 0);
I_FindClose (filefirst);
}
}
if (SelSaveGame == NULL || SelSaveGame->Succ == NULL)
{
SelSaveGame = static_cast<FSaveGameNode *>(SaveGames.Head);
}
}
static void M_UnloadSaveStrings()
{
M_UnloadSaveData();
while (!SaveGames.IsEmpty())
{
M_RemoveSaveSlot (static_cast<FSaveGameNode *>(SaveGames.Head));
}
}
static FSaveGameNode *M_RemoveSaveSlot (FSaveGameNode *file)
{
FSaveGameNode *next = static_cast<FSaveGameNode *>(file->Succ);
if (file == TopSaveGame)
{
TopSaveGame = next;
}
if (quickSaveSlot == file)
{
quickSaveSlot = NULL;
}
if (lastSaveSlot == file)
{
lastSaveSlot = NULL;
}
file->Remove ();
delete file;
return next;
}
void M_InsertSaveNode (FSaveGameNode *node)
{
FSaveGameNode *probe;
if (SaveGames.IsEmpty ())
{
SaveGames.AddHead (node);
return;
}
if (node->bOldVersion)
{ // Add node at bottom of list
probe = static_cast<FSaveGameNode *>(SaveGames.TailPred);
while (probe->Pred != NULL && probe->bOldVersion &&
stricmp (node->Title, probe->Title) < 0)
{
probe = static_cast<FSaveGameNode *>(probe->Pred);
}
node->Insert (probe);
}
else
{ // Add node at top of list
probe = static_cast<FSaveGameNode *>(SaveGames.Head);
while (probe->Succ != NULL && !probe->bOldVersion &&
stricmp (node->Title, probe->Title) > 0)
{
probe = static_cast<FSaveGameNode *>(probe->Succ);
}
node->InsertBefore (probe);
}
}
void M_NotifyNewSave (const char *file, const char *title, bool okForQuicksave)
{
FSaveGameNode *node;
if (file == NULL)
return;
M_ReadSaveStrings ();
// See if the file is already in our list
for (node = static_cast<FSaveGameNode *>(SaveGames.Head);
node->Succ != NULL;
node = static_cast<FSaveGameNode *>(node->Succ))
{
#ifdef unix
if (node->Filename.Compare (file) == 0)
#else
if (node->Filename.CompareNoCase (file) == 0)
#endif
{
strcpy (node->Title, title);
node->bOldVersion = false;
node->bMissingWads = false;
break;
}
}
if (node->Succ == NULL)
{
node = new FSaveGameNode;
strcpy (node->Title, title);
node->Filename = file;
node->bOldVersion = false;
node->bMissingWads = false;
M_InsertSaveNode (node);
SelSaveGame = node;
}
if (okForQuicksave)
{
if (quickSaveSlot == NULL) quickSaveSlot = node;
lastSaveSlot = node;
}
}
//
// M_LoadGame & Cie.
//
void M_DrawLoad (void)
{
if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
{
FTexture *title = TexMan["M_LOADG"];
screen->DrawTexture (title,
(SCREENWIDTH-title->GetWidth()*CleanXfac)/2, 20*CleanYfac,
DTA_CleanNoMove, true, TAG_DONE);
}
else
{
screen->DrawText (CR_UNTRANSLATED,
(SCREENWIDTH - BigFont->StringWidth ("LOAD GAME")*CleanXfac)/2, 10*CleanYfac,
"LOAD GAME", DTA_CleanNoMove, true, TAG_DONE);
}
screen->SetFont (SmallFont);
M_DrawSaveLoadCommon ();
}
//
// Draw border for the savegame description
// [RH] Width of the border is variable
//
void M_DrawSaveLoadBorder (int x, int y, int len)
{
if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
{
int i;
screen->DrawTexture (TexMan["M_LSLEFT"], x-8, y+7, DTA_Clean, true, TAG_DONE);
for (i = 0; i < len; i++)
{
screen->DrawTexture (TexMan["M_LSCNTR"], x, y+7, DTA_Clean, true, TAG_DONE);
x += 8;
}
screen->DrawTexture (TexMan["M_LSRGHT"], x, y+7, DTA_Clean, true, TAG_DONE);
}
else
{
screen->DrawTexture (TexMan["M_FSLOT"], x, y+1, DTA_Clean, true, TAG_DONE);
}
}
static void M_ExtractSaveData (const FSaveGameNode *node)
{
FILE *file;
PNGHandle *png;
M_UnloadSaveData ();
// When breaking comment strings below, be sure to get the spacing from
// the small font instead of some other font.
screen->SetFont (SmallFont);
if (node != NULL &&
node->Succ != NULL &&
!node->Filename.IsEmpty() &&
!node->bOldVersion &&
(file = fopen (node->Filename.GetChars(), "rb")) != NULL)
{
if (NULL != (png = M_VerifyPNG (file)))
{
char *time, *pcomment, *comment;
size_t commentlen, totallen, timelen;
// Extract comment
time = M_GetPNGText (png, "Creation Time");
pcomment = M_GetPNGText (png, "Comment");
if (pcomment != NULL)
{
commentlen = strlen (pcomment);
}
else
{
commentlen = 0;
}
if (time != NULL)
{
timelen = strlen (time);
totallen = timelen + commentlen + 3;
}
else
{
timelen = 0;
totallen = commentlen + 1;
}
if (totallen != 0)
{
comment = new char[totallen];
if (timelen)
{
memcpy (comment, time, timelen);
comment[timelen] = '\n';
comment[timelen+1] = '\n';
timelen += 2;
}
if (commentlen)
{
memcpy (comment + timelen, pcomment, commentlen);
}
comment[timelen+commentlen] = 0;
SaveComment = V_BreakLines (216*screen->GetWidth()/640/CleanXfac, comment);
delete[] comment;
delete[] time;
delete[] pcomment;
}
// Extract pic
SavePic = M_CreateCanvasFromPNG (png);
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)
{
SavePic->Blit (0, 0, SavePic->GetWidth(), SavePic->GetHeight(),
screen, savepicLeft, savepicTop, savepicWidth, savepicHeight);
}
else
{
screen->Clear (savepicLeft, savepicTop,
savepicLeft+savepicWidth, savepicTop+savepicHeight, 0);
if (!SaveGames.IsEmpty ())
{
const char *text =
(SelSaveGame == NULL || !SelSaveGame->bOldVersion)
? "No Picture" : "Different\nVersion";
const int textlen = SmallFont->StringWidth (text)*CleanXfac;
screen->DrawText (CR_GOLD, savepicLeft+(savepicWidth-textlen)/2,
savepicTop+(savepicHeight-rowHeight)/2, text,
DTA_CleanNoMove, true, TAG_DONE);
}
}
// Draw comment area
M_DrawFrame (commentLeft, commentTop, commentWidth, commentHeight);
screen->Clear (commentLeft, commentTop, commentRight, commentBottom, 0);
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 != -1 && i < 6; ++i)
{
screen->DrawText (CR_GOLD, commentLeft, commentTop
+ SmallFont->GetHeight()*i*CleanYfac, SaveComment[i].string,
DTA_CleanNoMove, true, TAG_DONE);
}
}
// Draw file area
do
{
M_DrawFrame (listboxLeft, listboxTop, listboxWidth, listboxHeight);
screen->Clear (listboxLeft, listboxTop, listboxRight, listboxBottom, 0);
if (SaveGames.IsEmpty ())
{
const int textlen = SmallFont->StringWidth ("No files")*CleanXfac;
screen->DrawText (CR_GOLD, listboxLeft+(listboxWidth-textlen)/2,
listboxTop+(listboxHeight-rowHeight)/2, "No files",
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),
ColorMatcher.Pick (genStringEnter ? 255 : 0, 0, genStringEnter ? 0 : 255));
didSeeSelected = true;
if (!genStringEnter)
{
screen->DrawText (
color, listboxLeft+1,
listboxTop+rowHeight*i+CleanYfac, node->Title,
DTA_CleanNoMove, true, TAG_DONE);
}
else
{
screen->DrawText (CR_WHITE, listboxLeft+1,
listboxTop+rowHeight*i+CleanYfac, savegamestring,
DTA_CleanNoMove, true, TAG_DONE);
screen->DrawText (CR_WHITE,
listboxLeft+1+SmallFont->StringWidth (savegamestring)*CleanXfac,
listboxTop+rowHeight*i+CleanYfac, underscore,
DTA_CleanNoMove, true, TAG_DONE);
}
}
else
{
screen->DrawText (
color, listboxLeft+1,
listboxTop+rowHeight*i+CleanYfac, node->Title,
DTA_CleanNoMove, true, TAG_DONE);
}
}
// This is dumb: If the selected node was not visible,
// scroll down and redraw. M_SaveLoadResponder()
// guarantees that if the node is not visible, it will
// always be below the visible list instead of above it.
// This should not really be done here, but I don't care.
if (!didSeeSelected)
{
for (i = 1; node->Succ != NULL && node != SelSaveGame; ++i)
{
node = static_cast<FSaveGameNode *>(node->Succ);
}
if (node->Succ == NULL)
{ // SelSaveGame is invalid
didSeeSelected = true;
}
else
{
do
{
TopSaveGame = static_cast<FSaveGameNode *>(TopSaveGame->Succ);
} while (--i);
}
}
} while (!didSeeSelected);
}
// Draw a frame around the specified area using the view border
// frame graphics. The border is drawn outside the area, not in it.
void M_DrawFrame (int left, int top, int width, int height)
{
FTexture *p1, *p2;
const gameborder_t *border = gameinfo.border;
int offset = border->offset;
int size = border->size;
int x, y;
// Draw top and bottom sides.
p1 = TexMan[border->t];
p2 = TexMan[border->b];
for (x = left; x < left + width; x += size)
{
if (x + size > left + width)
x = left + width - size;
screen->DrawTexture (p1, x, top - offset, TAG_DONE);
screen->DrawTexture (p2, x, top + height, TAG_DONE);
}
// Draw left and right sides.
p1 = TexMan[border->l];
p2 = TexMan[border->r];
for (y = top; y < top + height; y += size)
{
if (y + size > top + height)
y = top + height - size;
screen->DrawTexture (p1, left - offset, y, TAG_DONE);
screen->DrawTexture (p2, left + width, y, TAG_DONE);
}
// Draw beveled corners.
screen->DrawTexture (TexMan[border->tl], left-offset, top-offset, TAG_DONE);
screen->DrawTexture (TexMan[border->tr], left+width, top-offset, TAG_DONE);
screen->DrawTexture (TexMan[border->bl], left-offset, top+height, TAG_DONE);
screen->DrawTexture (TexMan[border->br], left+width, top+height, TAG_DONE);
}
//
// Selected from DOOM menu
//
void M_LoadGame (int choice)
{
if (netgame)
{
M_StartMessage (GStrings("LOADNET"), NULL, false);
return;
}
M_SetupNextMenu (&LoadDef);
drawSkull = false;
M_ReadSaveStrings ();
TopSaveGame = static_cast<FSaveGameNode *>(SaveGames.Head);
M_ExtractSaveData (SelSaveGame);
}
//
// M_SaveGame & Cie.
//
void M_DrawSave()
{
if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
{
FTexture *title = TexMan["M_SAVEG"];
screen->DrawTexture (title,
(SCREENWIDTH-title->GetWidth()*CleanXfac)/2, 20*CleanYfac,
DTA_CleanNoMove, true, TAG_DONE);
}
else
{
screen->DrawText (CR_UNTRANSLATED,
(SCREENWIDTH - BigFont->StringWidth ("SAVE GAME")*CleanXfac)/2, 10*CleanYfac,
"SAVE GAME", DTA_CleanNoMove, true, TAG_DONE);
}
screen->SetFont (SmallFont);
M_DrawSaveLoadCommon ();
}
//
// M_Responder calls this when the user is finished
//
void M_DoSave (FSaveGameNode *node)
{
if (node != &NewSaveNode)
{
G_SaveGame (node->Filename.GetChars(), savegamestring);
}
else
{
// Find an unused filename and save as that
FString filename;
int i;
FILE *test;
for (i = 0;; ++i)
{
filename = G_BuildSaveName ("save", i);
test = fopen (filename, "rb");
if (test == NULL)
{
break;
}
fclose (test);
}
G_SaveGame (filename, savegamestring);
}
M_ClearMenus ();
BorderNeedRefresh = screen->GetPageCount ();
}
//
// Selected from DOOM menu
//
void M_SaveGame (int choice)
{
if (!usergame || (players[consoleplayer].health <= 0 && !multiplayer))
{
M_StartMessage (GStrings("SAVEDEAD"), NULL, false);
return;
}
if (gamestate != GS_LEVEL)
return;
M_SetupNextMenu(&SaveDef);
drawSkull = false;
M_ReadSaveStrings();
SaveGames.AddHead (&NewSaveNode);
TopSaveGame = static_cast<FSaveGameNode *>(SaveGames.Head);
if (lastSaveSlot == NULL)
{
SelSaveGame = &NewSaveNode;
}
else
{
SelSaveGame = lastSaveSlot;
}
M_ExtractSaveData (SelSaveGame);
}
//
// M_QuickSave
//
void M_QuickSaveResponse (int ch)
{
if (ch == 'y')
{
M_DoSave (quickSaveSlot);
S_Sound (CHAN_VOICE, "menu/dismiss", 1, ATTN_NONE);
}
}
void M_QuickSave ()
{
if (!usergame || (players[consoleplayer].health <= 0 && !multiplayer))
{
S_Sound (CHAN_VOICE, "menu/invalid", 1, ATTN_NONE);
return;
}
if (gamestate != GS_LEVEL)
return;
if (quickSaveSlot == NULL)
{
M_StartControlPanel(false);
M_SaveGame (0);
return;
}
sprintf (tempstring, GStrings("QSPROMPT"), quickSaveSlot->Title);
strcpy (savegamestring, quickSaveSlot->Title);
M_StartMessage (tempstring, M_QuickSaveResponse, true);
}
//
// M_QuickLoad
//
void M_QuickLoadResponse (int ch)
{
if (ch == 'y')
{
M_LoadSelect (quickSaveSlot);
S_Sound (CHAN_VOICE, "menu/dismiss", 1, ATTN_NONE);
}
}
void M_QuickLoad ()
{
if (netgame)
{
M_StartMessage (GStrings("QLOADNET"), NULL, false);
return;
}
if (quickSaveSlot == NULL)
{
M_StartControlPanel(false);
// signal that whatever gets loaded should be the new quicksave
quickSaveSlot = (FSaveGameNode *)1;
M_LoadGame (0);
return;
}
sprintf (tempstring, GStrings("QLPROMPT"), quickSaveSlot->Title);
M_StartMessage (tempstring, M_QuickLoadResponse, true);
}
//
// Read This Menus
//
void M_DrawReadThis ()
{
FTexture *tex, *prevpic = NULL;
fixed_t alpha;
if (gameinfo.flags & GI_INFOINDEXED)
{
char name[9];
name[8] = 0;
Wads.GetLumpName (name, Wads.GetNumForName (gameinfo.info.indexed.basePage) + InfoType);
tex = TexMan[name];
if (InfoType > 1)
{
Wads.GetLumpName (name, Wads.GetNumForName (gameinfo.info.indexed.basePage) + InfoType - 1);
prevpic = TexMan[name];
}
}
else
{
tex = TexMan[gameinfo.info.infoPage[InfoType-1]];
if (InfoType > 1)
{
prevpic = TexMan[gameinfo.info.infoPage[InfoType-2]];
}
}
alpha = MIN<fixed_t> (Scale (gametic - InfoTic, OPAQUE, TICRATE/3), OPAQUE);
if (alpha < OPAQUE && prevpic != NULL)
{
screen->DrawTexture (prevpic, 0, 0,
DTA_DestWidth, screen->GetWidth(),
DTA_DestHeight, screen->GetHeight(),
TAG_DONE);
}
screen->DrawTexture (tex, 0, 0,
DTA_DestWidth, screen->GetWidth(),
DTA_DestHeight, screen->GetHeight(),
DTA_Alpha, alpha,
TAG_DONE);
}
//
// M_DrawMainMenu
//
void M_DrawMainMenu (void)
{
if (gameinfo.gametype == GAME_Doom)
{
screen->DrawTexture (TexMan["M_DOOM"], 94, 2, DTA_Clean, true, TAG_DONE);
}
else
{
screen->DrawTexture (TexMan["M_STRIFE"], 84, 2, DTA_Clean, true, TAG_DONE);
}
}
void M_DrawHereticMainMenu ()
{
char name[9];
screen->DrawTexture (TexMan["M_HTIC"], 88, 0, DTA_Clean, true, TAG_DONE);
if (gameinfo.gametype == GAME_Hexen)
{
int frame = (MenuTime / 5) % 7;
sprintf (name, "FBUL%c0", (frame+2)%7 + 'A');
screen->DrawTexture (TexMan[name], 37, 80, DTA_Clean, true, TAG_DONE);
sprintf (name, "FBUL%c0", frame + 'A');
screen->DrawTexture (TexMan[name], 278, 80, DTA_Clean, true, TAG_DONE);
}
else
{
int frame = (MenuTime / 3) % 18;
sprintf (name, "M_SKL%.2d", 17 - frame);
screen->DrawTexture (TexMan[name], 40, 10, DTA_Clean, true, TAG_DONE);
sprintf (name, "M_SKL%.2d", frame);
screen->DrawTexture (TexMan[name], 232, 10, DTA_Clean, true, TAG_DONE);
}
}
//
// M_NewGame
//
void M_DrawNewGame(void)
{
if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
{
screen->DrawTexture (TexMan[gameinfo.gametype == GAME_Doom ? "M_NEWG" : "M_NGAME"], 96, 14, DTA_Clean, true, TAG_DONE);
screen->DrawTexture (TexMan["M_SKILL"], 54, 38, DTA_Clean, true, TAG_DONE);
}
}
void M_NewGame(int choice)
{
if (netgame && !demoplayback)
{
M_StartMessage (GStrings("NEWGAME"), NULL, false);
return;
}
// Set up episode menu positioning
if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
{
EpiDef.x = 48;
EpiDef.y = 63;
}
else
{
EpiDef.x = 80;
EpiDef.y = 50;
}
if (EpiDef.numitems > 4)
{
EpiDef.y -= LINEHEIGHT;
}
epi = 0;
if (gameinfo.gametype == GAME_Hexen)
{ // [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);
}
else
{
if (EpiDef.numitems <= 1)
{
if (EpisodeNoSkill[0])
{
M_ChooseSkill(2);
}
else if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
{
M_SetupNextMenu (&NewDef);
}
else
{
M_SetupNextMenu (&HereticSkillMenu);
}
}
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"
};
screen->DrawText (CR_UNTRANSLATED, 34, 24, "CHOOSE CLASS:", DTA_Clean, true, TAG_DONE);
classnum = itemOn;
if (classnum > 2)
{
classnum = (MenuTime>>2) % 3;
}
screen->DrawTexture (TexMan[boxLumpName[classnum]], 174, 8, DTA_Clean, true, TAG_DONE);
sprintf (name, walkLumpName[classnum], ((MenuTime >> 3) & 3) + 1);
screen->DrawTexture (TexMan[name], 174+24, 8+12, DTA_Clean, true, TAG_DONE);
}
//---------------------------------------------------------------------------
//
// PROC DrawSkillMenu
//
//---------------------------------------------------------------------------
static void DrawHexenSkillMenu()
{
screen->DrawText (CR_UNTRANSLATED, 74, 16, "CHOOSE SKILL LEVEL:", DTA_Clean, true, TAG_DONE);
}
//
// M_Episode
//
void M_DrawEpisode ()
{
if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
{
screen->DrawTexture (TexMan["M_EPISOD"], 54, 38, DTA_Clean, true, TAG_DONE);
}
}
void M_VerifyNightmare (int ch)
{
if (ch != 'y')
return;
gameskill = 4;
G_DeferedInitNew (EpisodeMaps[epi]);
gamestate = gamestate == GS_FULLCONSOLE ? GS_HIDECONSOLE : gamestate;
M_ClearMenus ();
}
void M_ChooseSkill (int choice)
{
if (gameinfo.gametype == GAME_Doom && choice == NewDef.numitems - 1)
{
M_StartMessage (GStrings("NIGHTMARE"), M_VerifyNightmare, true);
return;
}
gameskill = choice;
gamestate = gamestate == GS_FULLCONSOLE ? GS_HIDECONSOLE : gamestate;
if (gameinfo.gametype == GAME_Hexen)
{
playerclass = PlayerClassNames[MenuPClass+1];
}
G_DeferedInitNew (EpisodeMaps[epi]);
gamestate = gamestate == GS_FULLCONSOLE ? GS_HIDECONSOLE : gamestate;
M_ClearMenus ();
}
void M_Episode (int choice)
{
if ((gameinfo.flags & GI_SHAREWARE) && choice)
{
if (gameinfo.gametype == GAME_Doom)
{
M_StartMessage(GStrings("SWSTRING"),NULL,false);
//M_SetupNextMenu(&ReadDef);
}
else
{
showSharewareMessage = 3*TICRATE;
}
return;
}
if (EpisodeNoSkill[choice])
{
M_ChooseSkill(2);
return;
}
epi = choice;
if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
M_SetupNextMenu (&NewDef);
else if (gameinfo.gametype == GAME_Hexen)
M_SetupNextMenu (&HexenSkillMenu);
else
M_SetupNextMenu (&HereticSkillMenu);
}
//==========================================================================
//
// SCClass
//
//==========================================================================
static void SCClass (int option)
{
if (netgame)
{
M_StartMessage (GStrings("NEWGAME"), NULL, false);
return;
}
MenuPClass = option < 3 ? option : -1;
switch (MenuPClass)
{
case 0/*PCLASS_FIGHTER*/:
HexenSkillMenu.x = 120;
HexenSkillItems[0].name = "SQUIRE";
HexenSkillItems[1].name = "KNIGHT";
HexenSkillItems[2].name = "WARRIOR";
HexenSkillItems[3].name = "BERSERKER";
HexenSkillItems[4].name = "TITAN";
break;
case 1/*PCLASS_CLERIC*/:
HexenSkillMenu.x = 116;
HexenSkillItems[0].name = "ALTAR BOY";
HexenSkillItems[1].name = "ACOLYTE";
HexenSkillItems[2].name = "PRIEST";
HexenSkillItems[3].name = "CARDINAL";
HexenSkillItems[4].name = "POPE";
break;
case 2/*PCLASS_MAGE*/:
HexenSkillMenu.x = 112;
HexenSkillItems[0].name = "APPRENTICE";
HexenSkillItems[1].name = "ENCHANTER";
HexenSkillItems[2].name = "SORCERER";
HexenSkillItems[3].name = "WARLOCK";
HexenSkillItems[4].name = "ARCHMAGE";
break;
case -1/*random*/: // [RH]
// Since Hexen is "Heretic 2", use the Heretic skill
// names when not playing as a specific class.
HexenSkillMenu.x = HereticSkillMenu.x;
HexenSkillItems[0].name = HereticSkillItems[0].name;
HexenSkillItems[1].name = HereticSkillItems[1].name;
HexenSkillItems[2].name = HereticSkillItems[2].name;
HexenSkillItems[3].name = HereticSkillItems[3].name;
HexenSkillItems[4].name = HereticSkillItems[4].name;
break;
}
if (EpiDef.numitems > 1)
{
M_SetupNextMenu (&EpiDef);
}
else if (!EpisodeNoSkill[0])
{
M_SetupNextMenu (&HexenSkillMenu);
}
else
{
M_ChooseSkill(2);
}
}
void M_Options (int choice)
{
OptionsActive = M_StartOptionsMenu ();
}
//
// M_EndGame
//
void M_EndGameResponse(int ch)
{
if (ch != 'y')
return;
currentMenu->lastOn = itemOn;
M_ClearMenus ();
D_StartTitle ();
}
void M_EndGame(int choice)
{
choice = 0;
if (!usergame)
{
S_Sound (CHAN_VOICE, "menu/invalid", 1, ATTN_NONE);
return;
}
if (netgame)
{
M_StartMessage(GStrings("NETEND"),NULL,false);
return;
}
M_StartMessage(GStrings("ENDGAME"),M_EndGameResponse,true);
}
//
// M_ReadThis
//
void M_ReadThis (int choice)
{
drawSkull = false;
InfoType = 1;
InfoTic = gametic;
M_SetupNextMenu (&ReadDef);
}
void M_ReadThisMore (int choice)
{
InfoType++;
InfoTic = gametic;
if (gameinfo.flags & GI_INFOINDEXED)
{
if (InfoType >= gameinfo.info.indexed.numPages)
{
M_FinishReadThis (0);
}
}
else if (InfoType > 2)
{
M_FinishReadThis (0);
}
}
void M_FinishReadThis (int choice)
{
drawSkull = true;
M_PopMenuStack ();
}
//
// M_QuitDOOM
//
void M_QuitResponse(int ch)
{
if (ch != 'y')
return;
if (!netgame)
{
if (gameinfo.quitSounds)
{
S_Sound (CHAN_VOICE, gameinfo.quitSounds[(gametic>>2)&7],
1, ATTN_SURROUND);
I_WaitVBL (105);
}
}
exit (0);
}
void M_QuitDOOM (int choice)
{
// We pick index 0 which is language sensitive,
// or one at random, between 1 and maximum number.
if (gameinfo.gametype == GAME_Doom)
{
int quitmsg = gametic % NUM_QUITMESSAGES;
if (quitmsg != 0)
{
sprintf (endstring, "QUITMSG%d", quitmsg);
sprintf (endstring, "%s\n\n%s", GStrings(endstring), GStrings("DOSY"));
}
else
{
sprintf (endstring, "%s\n\n%s", GStrings("QUITMSG"), GStrings("DOSY"));
}
}
else
{
strcpy (endstring, GStrings("RAVENQUITMSG"));
}
M_StartMessage (endstring, M_QuitResponse, true);
}
//
// [RH] Player Setup Menu code
//
void M_PlayerSetup (void)
{
OptionsActive = false;
drawSkull = true;
strcpy (savegamestring, name);
M_DemoNoPlay = true;
if (demoplayback)
G_CheckDemoStatus ();
M_SetupNextMenu (&PSetupDef);
if (players[consoleplayer].mo != NULL)
{
PlayerClass = RUNTIME_TYPE(players[consoleplayer].mo);
}
PlayerState = GetDefaultByType (PlayerClass)->SpawnState;
PlayerTics = PlayerState->GetTics();
if (FireScreen == NULL)
FireScreen = new DSimpleCanvas (144, 160);
}
static void M_PlayerSetupTicker (void)
{
// Based on code in f_finale.c
if (gameinfo.gametype == GAME_Hexen)
{
const PClass *oldclass = PlayerClass;
PickPlayerClass ();
if (PlayerClass != oldclass)
{
PlayerState = GetDefaultByType (PlayerClass)->SpawnState;
PlayerTics = PlayerState->GetTics();
}
}
if (--PlayerTics > 0)
return;
if (PlayerState->GetTics() == -1 || PlayerState->GetNextState() == NULL)
{
PlayerState = GetDefaultByType (PlayerClass)->SeeState;
}
else
{
PlayerState = PlayerState->GetNextState();
}
PlayerTics = PlayerState->GetTics();
}
static void M_PlayerSetupDrawer ()
{
int x, xo, yo;
EColorRange label, value;
DWORD color;
if (!(gameinfo.gametype & (GAME_Doom|GAME_Strife)))
{
xo = 5;
yo = 5;
label = CR_GREEN;
value = CR_UNTRANSLATED;
}
else
{
xo = yo = 0;
label = CR_UNTRANSLATED;
value = CR_GREY;
}
// Draw title
screen->DrawText (gameinfo.gametype == GAME_Doom ? CR_RED : CR_UNTRANSLATED,
160 - BigFont->StringWidth ("PLAYER SETUP")/2,
15,
"PLAYER SETUP", DTA_Clean, true, TAG_DONE);
screen->SetFont (SmallFont);
// Draw player name box
screen->DrawText (label, PSetupDef.x, PSetupDef.y+yo, "Name", DTA_Clean, true, TAG_DONE);
M_DrawSaveLoadBorder (PSetupDef.x + 56, PSetupDef.y, MAXPLAYERNAME+1);
screen->DrawText (CR_UNTRANSLATED, PSetupDef.x + 56 + xo, PSetupDef.y+yo, savegamestring,
DTA_Clean, true, TAG_DONE);
// Draw cursor for player name box
if (genStringEnter)
screen->DrawText (CR_UNTRANSLATED,
PSetupDef.x + SmallFont->StringWidth(savegamestring) + 56+xo,
PSetupDef.y + yo, underscore, DTA_Clean, true, TAG_DONE);
// Draw player team setting
x = SmallFont->StringWidth ("Team") + 8 + PSetupDef.x;
screen->DrawText (label, PSetupDef.x, PSetupDef.y + LINEHEIGHT+yo, "Team",
DTA_Clean, true, TAG_DONE);
screen->DrawText (value, x, PSetupDef.y + LINEHEIGHT+yo,
players[consoleplayer].userinfo.team == TEAM_None ? "None" :
TeamNames[players[consoleplayer].userinfo.team],
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 (!FireScreen)
{
screen->Clear (x, y, x + 72 * CleanXfac, y + 80 * CleanYfac-1, 0);
}
else
{
FireScreen->Lock ();
M_RenderPlayerBackdrop ();
M_DrawPlayerBackdrop (x, y - 1);
FireScreen->Unlock ();
}
M_DrawFrame (x, y, 72*CleanXfac, 80*CleanYfac-1);
}
{
spriteframe_t *sprframe;
int scale;
if (gameinfo.gametype != GAME_Hexen)
{
sprframe =
&SpriteFrames[sprites[skins[players[consoleplayer].userinfo.skin].sprite].spriteframes + PlayerState->GetFrame()];
scale = skins[players[consoleplayer].userinfo.skin].scale + 1;
}
else
{
sprframe = &SpriteFrames[sprites[PlayerState->sprite.index].spriteframes + PlayerState->GetFrame()];
scale = GetDefault<APlayerPawn>()->xscale + 1;
}
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, MulScale6 (tex->GetWidth() * CleanXfac, scale),
DTA_DestHeight, MulScale6 (tex->GetHeight() * CleanYfac, scale),
DTA_Translation, translationtables[TRANSLATION_Players] + consoleplayer*256,
TAG_DONE);
}
}
const char *str = "PRESS " TEXTCOLOR_WHITE "SPACE";
screen->DrawText (CR_GOLD, 320 - 52 - 32 -
SmallFont->StringWidth (str)/2,
PSetupDef.y + LINEHEIGHT*3 + 76, str,
DTA_Clean, true, TAG_DONE);
str = PlayerRotation ? "TO SEE FRONT" : "TO SEE BACK";
screen->DrawText (CR_GOLD, 320 - 52 - 32 -
SmallFont->StringWidth (str)/2,
PSetupDef.y + LINEHEIGHT*3 + 76 + SmallFont->GetHeight (), str,
DTA_Clean, true, TAG_DONE);
}
// Draw player color sliders
//V_DrawTextCleanMove (CR_GREY, PSetupDef.x, PSetupDef.y + LINEHEIGHT, "Color");
screen->DrawText (label, PSetupDef.x, PSetupDef.y + LINEHEIGHT*2+yo, "Red", DTA_Clean, true, TAG_DONE);
screen->DrawText (label, PSetupDef.x, PSetupDef.y + LINEHEIGHT*3+yo, "Green", DTA_Clean, true, TAG_DONE);
screen->DrawText (label, PSetupDef.x, PSetupDef.y + LINEHEIGHT*4+yo, "Blue", DTA_Clean, true, TAG_DONE);
x = SmallFont->StringWidth ("Green") + 8 + PSetupDef.x;
color = players[consoleplayer].userinfo.color;
M_DrawSlider (x, PSetupDef.y + LINEHEIGHT*2+yo, 0.0f, 255.0f, RPART(color));
M_DrawSlider (x, PSetupDef.y + LINEHEIGHT*3+yo, 0.0f, 255.0f, GPART(color));
M_DrawSlider (x, PSetupDef.y + LINEHEIGHT*4+yo, 0.0f, 255.0f, BPART(color));
// Draw gender setting
x = SmallFont->StringWidth ("Gender") + 8 + PSetupDef.x;
screen->DrawText (label, PSetupDef.x, PSetupDef.y + LINEHEIGHT*5+yo, "Gender", DTA_Clean, true, TAG_DONE);
screen->DrawText (value, x, PSetupDef.y + LINEHEIGHT*5+yo,
genders[players[consoleplayer].userinfo.gender], DTA_Clean, true, TAG_DONE);
// Draw skin setting
if (gameinfo.gametype != GAME_Hexen)
{
x = SmallFont->StringWidth ("Skin") + 8 + PSetupDef.x;
screen->DrawText (label, PSetupDef.x, PSetupDef.y + LINEHEIGHT*6+yo, "Skin", DTA_Clean, true, TAG_DONE);
screen->DrawText (value, x, PSetupDef.y + LINEHEIGHT*6+yo,
skins[players[consoleplayer].userinfo.skin].name, DTA_Clean, true, TAG_DONE);
}
else
{
x = SmallFont->StringWidth ("Class") + 8 + PSetupDef.x;
screen->DrawText (label, PSetupDef.x, PSetupDef.y + LINEHEIGHT*6+yo, "Class", DTA_Clean, true, TAG_DONE);
screen->DrawText (value, x, PSetupDef.y + LINEHEIGHT*6+yo,
PlayerClassNames[players[consoleplayer].userinfo.PlayerClass+1], DTA_Clean, true, TAG_DONE);
}
// Draw autoaim setting
x = SmallFont->StringWidth ("Autoaim") + 8 + PSetupDef.x;
screen->DrawText (label, PSetupDef.x, PSetupDef.y + LINEHEIGHT*7+yo, "Autoaim", DTA_Clean, true, TAG_DONE);
screen->DrawText (value, x, PSetupDef.y + LINEHEIGHT*7+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);
}
// Something cut out from a scan and resized to fit in 32x32. Guess what it is.
static BYTE naru[1024] =
{
11,11,11,11,13,15,18,17,16,16,15,14,11, 7, 6,11,14,12,10,10,12,15,13,11, 8, 8,10,13,14,12, 7,16,
17,17,14,12,12,15,10,10, 9,10,10, 7, 6, 3, 1, 6, 9, 9, 5, 6,11,13,11, 8, 9,11, 9,11,14,14, 6,12,
20,19,17,13, 9, 6, 5, 5, 4, 3, 2, 2, 2, 2, 2, 6,12, 8, 1, 1, 7, 6, 6, 9, 2, 9,13,14,15,13, 8,12,
21,20,19,13, 7, 7,11, 8, 4, 2, 8, 6, 2, 0, 1, 7,13,11, 8, 8, 4, 6, 0,14, 7, 6,18,18,15,14,12, 9,
19,19,16,12,11,19,14,11, 7, 8,13, 4, 2, 0, 0, 8,14,16,10,14, 5,13, 4,11,14, 6,14,24,19,17,15, 9,
18,16,14,14,19,26,14,13,10,22,15, 6, 4, 0, 1, 6,14,19,14,14,11,12,10,10,18,11,12,21,21,16,16,17,
18,14,10,10,26,23, 7,10,15,25,16,11,10, 3, 3, 6,12,21,16,17,15, 9,14, 4,19,13,10,12,14,15,16,17,
21, 9, 5,15,22,12, 2, 8,17,13,13,15,11, 4, 6, 6,10,19,16, 9,17,11,14, 1,12,14, 7,13, 9,14,16,19,
22,10, 6,11,14, 5, 4, 7,10, 8,14,14, 7, 4, 5, 5, 5,15,13, 7,10, 7,10, 5, 6,17, 8,13, 7,10,17,20,
21, 7, 6, 8, 6, 6, 6, 5, 6, 7,16,13, 5,10, 8, 5, 3, 7, 9, 6, 4, 3, 3, 5, 4,14, 8,12, 6, 7,17,21,
18, 6, 8, 8, 3, 8, 6, 3, 5, 9,17,16, 7,16,11, 4, 5, 4, 8, 7, 2, 3, 0, 4, 4,14, 9, 7, 8, 4,15,22,
17,11, 9, 8, 4, 8, 5, 4, 5,13,20,18, 7,16,12,10, 3, 3, 4, 9, 4, 7, 3, 5, 4,14,10, 3, 8, 5,15,22,
18,15,11, 8, 3, 9, 3, 3, 5,11,17,17, 7,17,16,14, 4, 5, 6, 9, 7, 1, 2, 6, 6,14, 9, 3, 6, 8,14,22,
16,16,11, 6, 4, 8, 1, 1, 9,18,13, 9, 8,18,20,16,11, 6,11, 4, 3, 4, 4, 8, 3,11, 8, 4, 3, 7,11,20,
13,14, 9, 4,10, 7, 2, 2,12,17,11, 0, 2,13,24,18,16, 7, 2, 1, 3, 0, 0, 6, 4, 8, 7, 4, 2, 4,10,17,
11,11, 7, 5,14, 6, 3, 2, 6, 5, 8, 8, 8, 3,21,26,15, 4, 3,10,16,11, 7, 0, 1, 8, 8, 3, 3, 3,10,15,
9,12, 7, 5,13, 3, 3, 1, 1, 5, 8, 9,15,16,10,26,11, 4, 9,13,18,20,18, 0, 0, 6, 9, 4, 2, 3,10,16,
10,16, 9, 5,11, 3, 5, 0, 2, 7, 8, 9,13,20,13,25,11,10,16,15,16,17,18,11, 0, 6, 9, 4, 0, 3,12,19,
19,21,11, 5,13, 4, 7, 0, 6,10,11,10,12,18,14,18, 8,16,21,18,18,17,17,15, 1, 3, 9, 5, 6, 1,14,21,
23,22,14, 6,16, 9, 8, 0, 9,14,14,11,10,15,15,12,11,18,21,20,19,19,17,14, 4, 4, 8, 6,18, 4,15,21,
22,20,19,11,17,13, 7, 0, 7,17,16,12, 7,11,12,19,20,14,19,18,18,20,17,11, 1, 5, 8, 7,17, 4,15,17,
18,17,19,16,15,11, 5, 1, 7,21,18,13, 6, 9, 9,15,14, 8,12,16,17,19,17, 9, 4, 3, 6, 7,13, 5,14,13,
15,17,18,17,12, 8, 5, 4, 8,13,18,14, 8, 6, 8,11, 9, 8, 6, 7, 9, 8, 7,12, 5, 2, 1, 3, 4, 4,10,11,
16,18,17,16,12, 9, 8, 2, 4,14,10, 8,10,10,13,13, 7, 7,11,12, 9, 8,16,19, 5, 2, 0, 1, 1, 3, 8,10,
6, 7, 5, 6,10, 9,11,10, 6, 7,14,16,17,17,16,14, 8, 8,11,16,19,20,22,18, 4, 2, 0, 2, 1, 2,10,10,
12,12,10,11,11,12,13,13,11, 5,16,18,17,18,17,13,10, 7,11,17,22,22,21,14, 2, 3, 1, 3, 2, 6, 7, 9,
18,18,19,18,13,13,13,12,12, 5, 9,16,16,14,12, 8, 6, 5,10,13,17,23,20, 5, 0, 3, 2, 4, 4, 5,10, 3,
15,18,21,22,17,12,12,10,10, 3, 2, 7,12, 8, 8, 8, 9,10,13,17, 9,15, 6, 2, 4, 6, 9, 4, 4, 0, 5, 6,
15,17,21,24,18,13,11, 9, 6, 2, 3, 2, 1, 9,12,11,10,10,13,16, 9, 0,11, 6, 1, 7,10, 6, 7, 5, 5, 6,
14,15,19,23,19,14,10, 7, 6, 6, 1, 4, 2, 0, 5,10,10, 9,10, 6, 6, 5,13, 8, 2, 5, 8, 4, 8, 8, 5, 5,
15,14,16,21,17,11, 6, 4, 7, 2, 5, 6, 4, 2, 0, 4, 4, 2, 3, 6, 9, 5,10, 8, 1, 5, 5, 3, 5, 4, 2, 4,
9, 8,12,16, 9,10, 7, 5, 7, 5, 9, 7, 6, 4, 5, 8, 5, 4, 6, 8, 8, 4, 8, 8, 3, 5, 6, 4, 3, 4, 6, 6,
};
// Just a 32x32 cloud rendered with the standard Photoshop filter
static BYTE smoke[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,
};
static void M_RenderPlayerBackdrop ()
{
byte *from;
int width, height, pitch;
width = FireScreen->GetWidth();
height = FireScreen->GetHeight();
pitch = FireScreen->GetPitch();
int x, y;
static angle_t time1 = ANGLE_1*180;
static angle_t time2 = ANGLE_1*56;
static angle_t time3 = ANGLE_1*99;
static angle_t time4 = ANGLE_1*1;
static angle_t t1ang = ANGLE_90;
static angle_t t2ang = 0;
static angle_t z1ang = 0;
static angle_t z2ang = ANGLE_90/2;
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 = FireScreen->GetBuffer ();
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
+ naru[(tx>>27)+((ty>>22)&992)] // rotozoomer 1
+ smoke[(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;
}
static void M_DrawPlayerBackdrop (int x, int y)
{
DCanvas *src = FireScreen;
DCanvas *dest = screen;
byte *destline, *srcline;
const int destwidth = src->GetWidth() * CleanXfac / 2;
const int destheight = src->GetHeight() * CleanYfac / 2;
const int desty = y;
const int destx = x;
const fixed_t fracxstep = FRACUNIT*2 / CleanXfac;
const fixed_t fracystep = FRACUNIT*2 / CleanYfac;
fixed_t fracx, fracy = 0;
if (fracxstep == FRACUNIT)
{
for (y = desty; y < desty + destheight; y++, fracy += fracystep)
{
srcline = src->GetBuffer() + (fracy >> FRACBITS) * src->GetPitch();
destline = dest->GetBuffer() + y * dest->GetPitch() + destx;
for (x = 0; x < destwidth; x++)
{
destline[x] = FireRemap[srcline[x]];
}
}
}
else
{
for (y = desty; y < desty + destheight; y++, fracy += fracystep)
{
srcline = src->GetBuffer() + (fracy >> FRACBITS) * src->GetPitch();
destline = dest->GetBuffer() + y * dest->GetPitch() + destx;
for (x = fracx = 0; x < destwidth; x++, fracx += fracxstep)
{
destline[x] = FireRemap[srcline[fracx >> FRACBITS]];
}
}
}
}
static void M_ChangeGender (int choice)
{
int gender = players[consoleplayer].userinfo.gender;
if (!choice)
gender = (gender == 0) ? 2 : gender - 1;
else
gender = (gender == 2) ? 0 : gender + 1;
cvar_set ("gender", genders[gender]);
}
static void M_ChangeSkin (int choice)
{
if (gameinfo.gametype != GAME_Hexen)
{
size_t skin = players[consoleplayer].userinfo.skin;
if (!choice)
skin = (skin == 0) ? numskins - 1 : skin - 1;
else
skin = (skin < numskins - 1) ? skin + 1 : 0;
cvar_set ("skin", skins[skin].name);
}
else
{
int type = players[consoleplayer].userinfo.PlayerClass;
if (!choice)
type = (type < 0) ? 2 : type - 1;
else
type = (type < 2) ? type + 1 : -1;
cvar_set ("playerclass", PlayerClassNames[type+1]);
}
}
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
2006-04-11 16:27:41 +00:00
genStringEnter = 2;
genStringEnd = M_PlayerNameChanged;
genStringLen = MAXPLAYERNAME;
saveSlot = 0;
saveCharIndex = strlen (savegamestring);
}
static void M_PlayerNameChanged (FSaveGameNode *dummy)
{
char command[SAVESTRINGSIZE+8];
sprintf (command, "name \"%s\"", savegamestring);
C_DoCommand (command);
}
static void M_ChangePlayerTeam (int choice)
{
if (!choice)
{
if (team == 0)
{
team = TEAM_None;
}
else if (team == TEAM_None)
{
team = NUM_TEAMS-1;
}
else
{
team = team - 1;
}
}
else
{
if (team == NUM_TEAMS-1)
{
team = TEAM_None;
}
else if (team == TEAM_None)
{
team = 0;
}
else
{
team = team + 1;
}
}
}
static void SendNewColor (int red, int green, int blue)
{
char command[24];
sprintf (command, "color \"%02x %02x %02x\"", red, green, blue);
C_DoCommand (command);
}
static void M_SlidePlayerRed (int choice)
{
int color = players[consoleplayer].userinfo.color;
int red = RPART(color);
if (choice == 0) {
red -= 16;
if (red < 0)
red = 0;
} else {
red += 16;
if (red > 255)
red = 255;
}
SendNewColor (red, GPART(color), BPART(color));
}
static void M_SlidePlayerGreen (int choice)
{
int color = players[consoleplayer].userinfo.color;
int green = GPART(color);
if (choice == 0) {
green -= 16;
if (green < 0)
green = 0;
} else {
green += 16;
if (green > 255)
green = 255;
}
SendNewColor (RPART(color), green, BPART(color));
}
static void M_SlidePlayerBlue (int choice)
{
int color = players[consoleplayer].userinfo.color;
int blue = BPART(color);
if (choice == 0) {
blue -= 16;
if (blue < 0)
blue = 0;
} else {
blue += 16;
if (blue > 255)
blue = 255;
}
SendNewColor (RPART(color), GPART(color), blue);
}
//
// Menu Functions
//
void M_StartMessage (const char *string, void (*routine)(int), bool input)
{
C_HideConsole ();
messageLastMenuActive = menuactive;
messageToPrint = 1;
messageString = string;
messageRoutine = routine;
messageNeedsInput = input;
if (menuactive == MENU_Off)
{
M_ActivateMenuInput ();
}
if (input)
{
S_StopSound ((AActor *)NULL, CHAN_VOICE);
S_Sound (CHAN_VOICE, "menu/prompt", 1, ATTN_NONE);
}
return;
}
//
// Find string height from hu_font chars
//
int M_StringHeight (const char *string)
{
int h;
int height = screen->Font->GetHeight ();
h = height;
while (*string)
{
if ((*string++) == '\n')
h += height;
}
return h;
}
//
// CONTROL PANEL
//
//
// M_Responder
//
BOOL M_Responder (event_t *ev)
{
int ch;
int i;
ch = -1;
if (menuactive == MENU_Off && ev->type == EV_KeyDown)
{
// Pop-up menu?
if (ev->data1 == KEY_ESCAPE)
{
M_StartControlPanel (true);
M_SetupNextMenu (TopLevelMenu);
return true;
}
// If devparm is set, pressing F1 always takes a screenshot no matter
// what it's bound to. (for those who don't bother to read the docs)
if (devparm && ev->data1 == KEY_F1)
{
G_ScreenShot (NULL);
return true;
}
}
else if (ev->type == EV_GUI_Event && menuactive == MENU_On && !chatmodeon)
{
if (ev->subtype == EV_GUI_KeyDown || ev->subtype == EV_GUI_KeyRepeat)
{
ch = ev->data1;
}
else if (ev->subtype == EV_GUI_Char && genStringEnter)
{
ch = ev->data1;
if (saveCharIndex < genStringLen &&
2006-04-11 16:27:41 +00:00
(genStringEnter==2 || (size_t)SmallFont->StringWidth (savegamestring) < (genStringLen-1)*8))
{
savegamestring[saveCharIndex] = ch;
savegamestring[++saveCharIndex] = 0;
}
return true;
}
}
if (OptionsActive && !chatmodeon)
{
M_OptResponder (ev);
return true;
}
if (ch == -1)
return false;
// Save Game string input
// [RH] and Player Name string input
if (genStringEnter)
{
switch (ch)
{
case '\b':
if (saveCharIndex > 0)
{
saveCharIndex--;
savegamestring[saveCharIndex] = 0;
}
break;
case GK_ESCAPE:
genStringEnter = 0;
M_ClearMenus ();
break;
case '\r':
if (savegamestring[0])
{
genStringEnter = 0;
if (messageToPrint)
M_ClearMenus ();
genStringEnd (SelSaveGame); // [RH] Function to call when enter is pressed
}
break;
}
return true;
}
// Take care of any messages that need input
if (messageToPrint)
{
ch = tolower (ch);
if (messageNeedsInput &&
ch != ' ' && ch != 'n' && ch != 'y' && ch != GK_ESCAPE)
{
return false;
}
menuactive = messageLastMenuActive;
messageToPrint = 0;
if (messageRoutine)
messageRoutine (ch);
if (menuactive != MENU_Off)
{
M_DeactivateMenuInput ();
}
SB_state = screen->GetPageCount (); // refresh the statbar
BorderNeedRefresh = screen->GetPageCount ();
S_Sound (CHAN_VOICE, "menu/dismiss", 1, ATTN_NONE);
return true;
}
if (ch == GK_ESCAPE)
{
// [RH] Escape now moves back one menu instead of quitting
// the menu system. Thus, backspace is ignored.
currentMenu->lastOn = itemOn;
M_PopMenuStack ();
return true;
}
if (currentMenu == &SaveDef || currentMenu == &LoadDef)
{
return M_SaveLoadResponder (ev);
}
// Keys usable within menu
switch (ch)
{
case GK_DOWN:
do
{
if (itemOn+1 > currentMenu->numitems-1)
itemOn = 0;
else itemOn++;
S_Sound (CHAN_VOICE, "menu/cursor", 1, ATTN_NONE);
} while(currentMenu->menuitems[itemOn].status==-1);
return true;
case GK_UP:
do
{
if (!itemOn)
itemOn = currentMenu->numitems-1;
else itemOn--;
S_Sound (CHAN_VOICE, "menu/cursor", 1, ATTN_NONE);
} while(currentMenu->menuitems[itemOn].status==-1);
return true;
case GK_LEFT:
if (currentMenu->menuitems[itemOn].routine &&
currentMenu->menuitems[itemOn].status == 2)
{
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
currentMenu->menuitems[itemOn].routine(0);
}
return true;
case GK_RIGHT:
if (currentMenu->menuitems[itemOn].routine &&
currentMenu->menuitems[itemOn].status == 2)
{
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
currentMenu->menuitems[itemOn].routine(1);
}
return true;
case '\r':
if (currentMenu->menuitems[itemOn].routine &&
currentMenu->menuitems[itemOn].status)
{
currentMenu->lastOn = itemOn;
if (currentMenu->menuitems[itemOn].status == 2)
{
currentMenu->menuitems[itemOn].routine(1); // right arrow
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
}
else
{
currentMenu->menuitems[itemOn].routine(itemOn);
S_Sound (CHAN_VOICE, "menu/choose", 1, ATTN_NONE);
}
}
return true;
case ' ':
if (currentMenu == &PSetupDef)
{
PlayerRotation ^= 8;
break;
}
// intentional fall-through
default:
if (ch)
{
ch = tolower (ch);
for (i = (itemOn + 1) % currentMenu->numitems;
i != itemOn;
i = (i + 1) % currentMenu->numitems)
{
if (currentMenu->menuitems[i].alphaKey == ch)
{
break;
}
}
if (currentMenu->menuitems[i].alphaKey == ch)
{
itemOn = i;
S_Sound (CHAN_VOICE, "menu/cursor", 1, ATTN_NONE);
return true;
}
}
break;
}
// [RH] Menu eats all keydown events while active
return (ev->subtype == EV_GUI_KeyDown);
}
BOOL M_SaveLoadResponder (event_t *ev)
{
char workbuf[512];
if (SelSaveGame != NULL && SelSaveGame->Succ != NULL)
{
switch (ev->data1)
{
case GK_F1:
if (!SelSaveGame->Filename.IsEmpty())
{
sprintf (workbuf, "File on disk:\n%s", SelSaveGame->Filename.GetChars());
if (SaveComment != NULL)
{
V_FreeBrokenLines (SaveComment);
}
SaveComment = V_BreakLines (216*screen->GetWidth()/640/CleanXfac, workbuf);
}
break;
case GK_UP:
if (SelSaveGame != SaveGames.Head)
{
if (SelSaveGame == TopSaveGame)
{
TopSaveGame = static_cast<FSaveGameNode *>(TopSaveGame->Pred);
}
SelSaveGame = static_cast<FSaveGameNode *>(SelSaveGame->Pred);
}
else
{
SelSaveGame = static_cast<FSaveGameNode *>(SaveGames.TailPred);
}
M_UnloadSaveData ();
M_ExtractSaveData (SelSaveGame);
break;
case GK_DOWN:
if (SelSaveGame != SaveGames.TailPred)
{
SelSaveGame = static_cast<FSaveGameNode *>(SelSaveGame->Succ);
}
else
{
SelSaveGame = TopSaveGame =
static_cast<FSaveGameNode *>(SaveGames.Head);
}
M_UnloadSaveData ();
M_ExtractSaveData (SelSaveGame);
break;
case GK_DEL:
case '\b':
if (SelSaveGame != &NewSaveNode)
{
sprintf (endstring, "Do you really want to delete the savegame\n"
TEXTCOLOR_WHITE "%s" TEXTCOLOR_NORMAL "?\n\nPress Y or N.",
SelSaveGame->Title);
M_StartMessage (endstring, M_DeleteSaveResponse, true);
}
break;
case 'N':
if (currentMenu == &SaveDef)
{
SelSaveGame = TopSaveGame = &NewSaveNode;
M_UnloadSaveData ();
}
break;
case '\r':
if (currentMenu == &LoadDef)
{
M_LoadSelect (SelSaveGame);
}
else
{
M_SaveSelect (SelSaveGame);
}
}
}
return (ev->subtype == EV_GUI_KeyDown);
}
static void M_LoadSelect (const FSaveGameNode *file)
{
G_LoadGame (file->Filename.GetChars());
if (gamestate == GS_FULLCONSOLE)
{
gamestate = GS_HIDECONSOLE;
}
if (quickSaveSlot == (FSaveGameNode *)1)
{
quickSaveSlot = SelSaveGame;
}
M_ClearMenus ();
BorderNeedRefresh = screen->GetPageCount ();
}
//
// User wants to save. Start string input for M_Responder
//
static void M_SaveSelect (const FSaveGameNode *file)
{
// we are going to be intercepting all chars
genStringEnter = 1;
genStringEnd = M_DoSave;
genStringLen = SAVESTRINGSIZE-1;
if (file != &NewSaveNode)
{
strcpy (savegamestring, file->Title);
}
else
{
savegamestring[0] = 0;
}
saveCharIndex = strlen (savegamestring);
}
static void M_DeleteSaveResponse (int choice)
{
M_ClearSaveStuff ();
if (choice == 'y')
{
FSaveGameNode *next = static_cast<FSaveGameNode *>(SelSaveGame->Succ);
if (next->Succ == NULL)
{
next = static_cast<FSaveGameNode *>(SelSaveGame->Pred);
if (next->Pred == NULL)
{
next = NULL;
}
}
remove (SelSaveGame->Filename.GetChars());
M_UnloadSaveData ();
SelSaveGame = M_RemoveSaveSlot (SelSaveGame);
M_ExtractSaveData (SelSaveGame);
}
}
//
// M_StartControlPanel
//
void M_StartControlPanel (bool makeSound)
{
// intro might call this repeatedly
if (menuactive == MENU_On)
return;
drawSkull = true;
MenuStackDepth = 0;
currentMenu = TopLevelMenu;
itemOn = currentMenu->lastOn;
C_HideConsole (); // [RH] Make sure console goes bye bye.
OptionsActive = false; // [RH] Make sure none of the options menus appear.
M_ActivateMenuInput ();
if (makeSound)
{
S_Sound (CHAN_VOICE, "menu/activate", 1, ATTN_NONE);
}
}
//
// M_Drawer
// Called after the view has been rendered,
// but before it has been blitted.
//
void M_Drawer ()
{
int i, x, y, max;
PalEntry fade = 0;
const player_t *player = &players[consoleplayer];
if (player->camera != NULL)
{
if (player->camera->player != NULL)
{
player = player->camera->player;
}
fade = PalEntry (BYTE(player->BlendA*255), BYTE(player->BlendR*255), BYTE(player->BlendG*255), BYTE(player->BlendB*255));
}
// Horiz. & Vertically center string and print it.
if (messageToPrint)
{
screen->Dim (fade);
BorderNeedRefresh = screen->GetPageCount ();
SB_state = screen->GetPageCount ();
brokenlines_t *lines = V_BreakLines (320, messageString);
y = 100;
for (i = 0; lines[i].width != -1; i++)
y -= screen->Font->GetHeight () / 2;
for (i = 0; lines[i].width != -1; i++)
{
screen->DrawText (CR_UNTRANSLATED, 160 - lines[i].width/2, y, lines[i].string,
DTA_Clean, true, TAG_DONE);
y += screen->Font->GetHeight ();
}
V_FreeBrokenLines (lines);
}
else if (menuactive != MENU_Off)
{
if (InfoType == 0 && !OptionsActive)
{
screen->Dim (fade);
}
// For Heretic shareware message:
if (showSharewareMessage)
{
screen->DrawText (CR_WHITE, 160 - SmallFont->StringWidth("ONLY AVAILABLE IN THE REGISTERED VERSION")/2,
8, "ONLY AVAILABLE IN THE REGISTERED VERSION", DTA_Clean, true, TAG_DONE);
}
BorderNeedRefresh = screen->GetPageCount ();
SB_state = screen->GetPageCount ();
if (OptionsActive)
{
M_OptDrawer ();
}
else
{
screen->SetFont (BigFont);
if (currentMenu->routine)
currentMenu->routine(); // call Draw routine
// DRAW MENU
x = currentMenu->x;
y = currentMenu->y;
max = currentMenu->numitems;
for (i = 0; i < max; i++)
{
if (currentMenu->menuitems[i].name)
{
if (currentMenu->menuitems[i].fulltext)
{
int color = CR_UNTRANSLATED;
if (currentMenu == &EpiDef && gameinfo.gametype == GAME_Doom)
{
color = CR_RED;
}
screen->DrawText (color, x, y,
currentMenu->menuitems[i].name,
DTA_Clean, true, TAG_DONE);
}
else
{
screen->DrawTexture (TexMan[currentMenu->menuitems[i].name], x, y,
DTA_Clean, true, TAG_DONE);
}
}
y += LINEHEIGHT;
}
screen->SetFont (SmallFont);
// DRAW CURSOR
if (drawSkull)
{
if (currentMenu == &PSetupDef)
{
// [RH] Use options menu cursor for the player setup menu.
if (skullAnimCounter < 6)
{
screen->SetFont (ConFont);
screen->DrawText (CR_RED, x - 16,
currentMenu->y + itemOn*LINEHEIGHT +
(!(gameinfo.gametype & (GAME_Doom|GAME_Strife)) ? 6 : -1), "\xd",
DTA_Clean, true, TAG_DONE);
screen->SetFont (SmallFont);
}
}
else if (gameinfo.gametype == GAME_Doom)
{
screen->DrawTexture (TexMan[skullName[whichSkull]],
x + SKULLXOFF, currentMenu->y - 5 + itemOn*LINEHEIGHT,
DTA_Clean, true, TAG_DONE);
}
else if (gameinfo.gametype == GAME_Strife)
{
screen->DrawTexture (TexMan[cursName[(MenuTime >> 2) & 7]],
x - 28, currentMenu->y - 5 + itemOn*LINEHEIGHT,
DTA_Clean, true, TAG_DONE);
}
else
{
screen->DrawTexture (TexMan[MenuTime & 16 ? "M_SLCTR1" : "M_SLCTR2"],
x + SELECTOR_XOFFSET,
currentMenu->y + itemOn*LINEHEIGHT + SELECTOR_YOFFSET,
DTA_Clean, true, TAG_DONE);
}
}
}
}
}
static void M_ClearSaveStuff ()
{
M_UnloadSaveData ();
if (SaveGames.Head == &NewSaveNode)
{
SaveGames.RemHead ();
if (SelSaveGame == &NewSaveNode)
{
SelSaveGame = static_cast<FSaveGameNode *>(SaveGames.Head);
}
if (TopSaveGame == &NewSaveNode)
{
TopSaveGame = static_cast<FSaveGameNode *>(SaveGames.Head);
}
}
if (quickSaveSlot == (FSaveGameNode *)1)
{
quickSaveSlot = NULL;
}
}
//
// M_ClearMenus
//
void M_ClearMenus ()
{
if (FireScreen)
{
delete FireScreen;
FireScreen = NULL;
}
M_ClearSaveStuff ();
M_DeactivateMenuInput ();
MenuStackDepth = 0;
OptionsActive = false;
InfoType = 0;
drawSkull = true;
M_DemoNoPlay = false;
BorderNeedRefresh = screen->GetPageCount ();
}
//
// M_SetupNextMenu
//
void M_SetupNextMenu (oldmenu_t *menudef)
{
MenuStack[MenuStackDepth].menu.old = menudef;
MenuStack[MenuStackDepth].isNewStyle = false;
MenuStack[MenuStackDepth].drawSkull = drawSkull;
MenuStackDepth++;
currentMenu = menudef;
itemOn = currentMenu->lastOn;
}
void M_PopMenuStack (void)
{
M_DemoNoPlay = false;
InfoType = 0;
M_ClearSaveStuff ();
flagsvar = 0;
if (MenuStackDepth > 1)
{
MenuStackDepth -= 2;
if (MenuStack[MenuStackDepth].isNewStyle)
{
OptionsActive = true;
CurrentMenu = MenuStack[MenuStackDepth].menu.newmenu;
CurrentItem = CurrentMenu->lastOn;
}
else
{
OptionsActive = false;
currentMenu = MenuStack[MenuStackDepth].menu.old;
itemOn = currentMenu->lastOn;
}
drawSkull = MenuStack[MenuStackDepth].drawSkull;
++MenuStackDepth;
S_Sound (CHAN_VOICE, "menu/backup", 1, ATTN_NONE);
}
else
{
M_ClearMenus ();
S_Sound (CHAN_VOICE, "menu/clear", 1, ATTN_NONE);
}
}
//
// M_Ticker
//
void M_Ticker (void)
{
if (showSharewareMessage)
{
--showSharewareMessage;
}
if (menuactive == MENU_Off)
{
return;
}
MenuTime++;
if (--skullAnimCounter <= 0)
{
whichSkull ^= 1;
skullAnimCounter = 8;
}
if (currentMenu == &PSetupDef)
M_PlayerSetupTicker ();
}
//
// M_Init
//
EXTERN_CVAR (Int, screenblocks)
void M_Init (void)
{
int i;
atterm (M_Deinit);
if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
{
TopLevelMenu = currentMenu = &MainDef;
if (gameinfo.gametype == GAME_Strife)
{
MainDef.y = 45;
NewDef.lastOn = 1;
}
}
else
{
TopLevelMenu = currentMenu = &HereticMainDef;
PSetupDef.y -= 7;
LoadDef.y -= 20;
SaveDef.y -= 20;
}
PickPlayerClass ();
OptionsActive = false;
menuactive = MENU_Off;
InfoType = 0;
itemOn = currentMenu->lastOn;
whichSkull = 0;
skullAnimCounter = 10;
drawSkull = true;
messageToPrint = 0;
messageString = NULL;
messageLastMenuActive = menuactive;
quickSaveSlot = NULL;
lastSaveSlot = NULL;
strcpy (NewSaveNode.Title, "<New Save Game>");
underscore[0] = (gameinfo.gametype & (GAME_Doom|GAME_Strife)) ? '_' : '[';
underscore[1] = '\0';
if (gameinfo.gametype == GAME_Doom)
{
LINEHEIGHT = 16;
}
else if (gameinfo.gametype == GAME_Strife)
{
LINEHEIGHT = 19;
}
else
{
LINEHEIGHT = 20;
}
switch (gameinfo.flags & GI_MENUHACK)
{
case GI_MENUHACK_COMMERCIAL:
MainMenu[MainDef.numitems-2] = MainMenu[MainDef.numitems-1];
MainDef.numitems--;
MainDef.y += 8;
ReadDef.routine = M_DrawReadThis;
ReadDef.x = 330;
ReadDef.y = 165;
ReadMenu[0].routine = M_FinishReadThis;
break;
default:
break;
}
M_OptInit ();
// [RH] Build a palette translation table for the player setup effect
if (gameinfo.gametype != GAME_Hexen)
{
for (i = 0; i < 256; i++)
{
FireRemap[i] = ColorMatcher.Pick (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[i] = ColorMatcher.Pick (i/4, i*13/40+7, i/4);
}
}
}
static void PickPlayerClass ()
{
if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
{
PlayerClass = PClass::FindClass (NAME_DoomPlayer);
}
else if (gameinfo.gametype == GAME_Heretic)
{
PlayerClass = PClass::FindClass (NAME_HereticPlayer);
}
else
{
static const ENamedName classnames[3] = { NAME_FighterPlayer, NAME_ClericPlayer, NAME_MagePlayer };
int nowtype = players[consoleplayer].userinfo.PlayerClass;
if (nowtype < 0)
{
nowtype = (MenuTime>>7) % 3;
}
PlayerClass = PClass::FindClass (classnames[nowtype]);
}
}