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 "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"
2008-09-15 00:47:31 +00:00
#include "d_netinf.h"
// MACROS ------------------------------------------------------------------
#define SKULLXOFF -32
#define SELECTOR_XOFFSET (-28)
#define SELECTOR_YOFFSET (-1)
// TYPES -------------------------------------------------------------------
struct FSaveGameNode : public Node
{
char Title[SAVESTRINGSIZE];
FString Filename;
bool bOldVersion;
bool bMissingWads;
};
struct FBackdropTexture : public FTexture
{
public:
FBackdropTexture();
const BYTE *GetColumn(unsigned int column, const Span **spans_out);
const BYTE *GetPixels();
void Unload();
bool CheckModified();
protected:
BYTE Pixels[144*160];
static const Span DummySpan[2];
int LastRenderTic;
angle_t time1, time2, time3, time4;
angle_t t1ang, t2ang, z1ang, z2ang;
void Render();
};
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
void M_DrawSlider (int x, int y, float min, float max, float cur);
- Discovered that Shader Model 1.4 clamps my constants, so I can't use palettes smaller than 256 entries with the shader I wrote for it. Is there a list of gotchas like this listed some where? I'd really like to see it. Well, when compiled with SM2.0, the PalTex shader seems to be every-so- slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a minor win for cards that support it. - Fixed: ST_Endoom() failed to free the bitmap it used. - Added the DTA_ColorOverlay attribute to blend a color with the texture being drawn. For software, this (currently) only works with black. For hardware, it works with any color. The motiviation for this was so I could rewrite the status bar calls that passed DIM_MAP to DTA_Translation to draw darker icons into something that didn't require making a whole new remap table. - After having an "OMG! How could I have been so stupid?" moment, I have removed the off-by-one check from D3DFB. I had thought the off-by-one error was caused by rounding errors by the shader hardware. Not so. Rather, I wasn't sampling what I thought I was sampling. A texture that uses palette index 255 passes the value 1.0 to the shader. The shader needs to adjust the range of its palette indexes, or it will end up trying to read color 256 from the palette texture when it should be reading color 255. Doh! - The TranslationToTable() function has been added to map from translation numbers used by actors to the tables those numbers represent. This function performs validation for the input and returns NULL if the input value is invalid. - Major changes to the way translation tables work: No longer are they each a 256-byte array. Instead, the FRemapTable structure is used to represent each one. It includes a remap array for the software renderer, a palette array for a hardware renderer, and a native texture pointer for D3DFB. The translationtables array itself is now an array of TArrays that point to the real tables. The DTA_Translation attribute must also be passed a pointer to a FRemapTable, not a byte array as previously. - Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly for D3DFB's 2D mode. Before, any fullscreen graphics (like help images) covered it up. SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
void R_GetPlayerTranslation (int color, FPlayerSkin *skin, FRemapTable *table);
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
int M_StringHeight (const char *string);
void M_ClearMenus ();
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static void M_NewGame (int choice);
static void M_Episode (int choice);
static void M_ChooseSkill (int choice);
static void M_LoadGame (int choice);
static void M_SaveGame (int choice);
static void M_Options (int choice);
static void M_EndGame (int choice);
static void M_ReadThis (int choice);
static void M_ReadThisMore (int choice);
static void M_QuitGame (int choice);
static void M_GameFiles (int choice);
static void M_ClearSaveStuff ();
static void SCClass (int choice);
static void M_ChooseClass (int choice);
static void M_FinishReadThis (int choice);
static void M_QuickSave ();
static void M_QuickLoad ();
static void M_LoadSelect (const FSaveGameNode *file);
static void M_SaveSelect (const FSaveGameNode *file);
static void M_ReadSaveStrings ();
static void M_UnloadSaveStrings ();
static FSaveGameNode *M_RemoveSaveSlot (FSaveGameNode *file);
static void M_ExtractSaveData (const FSaveGameNode *file);
static void M_UnloadSaveData ();
static void M_InsertSaveNode (FSaveGameNode *node);
static bool M_SaveLoadResponder (event_t *ev);
static void M_DeleteSaveResponse (int choice);
static void M_DrawMainMenu ();
static void M_DrawReadThis ();
static void M_DrawNewGame ();
static void M_DrawEpisode ();
static void M_DrawLoad ();
static void M_DrawSave ();
static void DrawClassMenu ();
static void DrawHexenSkillMenu ();
static void M_DrawClassMenu ();
static void M_DrawHereticMainMenu ();
static void M_DrawFiles ();
void M_DrawFrame (int x, int y, int width, int height);
static void M_DrawSaveLoadBorder (int x,int y, int len);
static void M_DrawSaveLoadCommon ();
static void M_SetupNextMenu (oldmenu_t *menudef);
static void M_StartMessage (const char *string, void(*routine)(int), bool input);
// [RH] For player setup menu.
void M_PlayerSetup ();
static void M_PlayerSetupTicker ();
static void M_PlayerSetupDrawer ();
static void M_EditPlayerName (int choice);
static void M_ChangePlayerTeam (int choice);
static void M_PlayerNameChanged (FSaveGameNode *dummy);
static void M_PlayerNameNotChanged ();
static void M_SlidePlayerRed (int choice);
static void M_SlidePlayerGreen (int choice);
static void M_SlidePlayerBlue (int choice);
static void M_ChangeClass (int choice);
static void M_ChangeGender (int choice);
static void M_ChangeSkin (int choice);
static void M_ChangeAutoAim (int choice);
static void PickPlayerClass ();
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
EXTERN_CVAR (String, playerclass)
EXTERN_CVAR (String, name)
EXTERN_CVAR (Int, team)
extern bool sendpause;
extern int flagsvar;
// PUBLIC DATA DEFINITIONS -------------------------------------------------
EMenuState menuactive;
menustack_t MenuStack[16];
int MenuStackDepth;
int skullAnimCounter; // skull animation counter
bool drawSkull; // [RH] don't always draw skull
bool M_DemoNoPlay;
bool OptionsActive;
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static char tempstring[80];
static char underscore[2];
static FSaveGameNode *quickSaveSlot; // NULL = no quicksave slot picked!
static FSaveGameNode *lastSaveSlot; // Used for highlighting the most recently used slot in the menu
static int messageToPrint; // 1 = message to be printed
static const char *messageString; // ...and here is the message string!
static EMenuState messageLastMenuActive;
static bool messageNeedsInput; // timed message = no input from user
static void (*messageRoutine)(int response);
static int showSharewareMessage;
static int genStringEnter; // we are going to be entering a savegame string
static size_t genStringLen; // [RH] Max # of chars that can be entered
static void (*genStringEnd)(FSaveGameNode *);
static void (*genStringCancel)();
static int saveSlot; // which slot to save in
static size_t saveCharIndex; // which char we're editing
static int LINEHEIGHT;
static char savegamestring[SAVESTRINGSIZE];
static FString EndString;
static short itemOn; // menu item skull is on
static short whichSkull; // which skull to draw
static int MenuTime;
static int InfoType;
static int InfoTic;
static const char skullName[2][9] = {"M_SKULL1", "M_SKULL2"}; // graphic name of skulls
static const char cursName[8][8] = // graphic names of Strife menu selector
{
"M_CURS1", "M_CURS2", "M_CURS3", "M_CURS4", "M_CURS5", "M_CURS6", "M_CURS7", "M_CURS8"
};
static oldmenu_t *currentMenu; // current menudef
static oldmenu_t *TopLevelMenu; // The main menu everything hangs off of
static FBackdropTexture *FireTexture;
static FRemapTable FireRemap(256);
static const char *genders[3] = { "male", "female", "other" };
static FPlayerClass *PlayerClass;
static int PlayerSkin;
static FState *PlayerState;
static int PlayerTics;
static int PlayerRotation;
static FTexture *SavePic;
2006-08-31 00:16:12 +00:00
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;
// 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 =
{
- 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 $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
countof(MainMenu),
MainMenu,
M_DrawMainMenu,
97,64,
0
};
//
// HERETIC MENU
//
static oldmenuitem_t HereticMainMenu[] =
{
{1,1,'n',"$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 =
{
- 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 $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
countof(HereticMainMenu),
HereticMainMenu,
M_DrawHereticMainMenu,
110, 56,
0
};
//
// HEXEN "NEW GAME" MENU
//
static oldmenuitem_t ClassItems[] =
{
{ 1,1, 'f', "$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 =
{
- 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 SkillSelectMenu[]={
{ 1, 0, 0, "", M_ChooseSkill, CR_UNTRANSLATED},
{ 1, 0, 0, "", M_ChooseSkill, CR_UNTRANSLATED},
{ 1, 0, 0, "", M_ChooseSkill, CR_UNTRANSLATED},
{ 1, 0, 0, "", M_ChooseSkill, CR_UNTRANSLATED},
{ 1, 0, 0, "", M_ChooseSkill, CR_UNTRANSLATED},
{ 1, 0, 0, "", M_ChooseSkill, CR_UNTRANSLATED},
{ 1, 0, 0, "", M_ChooseSkill, CR_UNTRANSLATED},
{ 1, 0, 0, "", M_ChooseSkill, CR_UNTRANSLATED},
};
static oldmenu_t SkillDef =
{
0,
SkillSelectMenu, // oldmenuitem_t ->
M_DrawNewGame, // drawing routine ->
48,63, // x,y
2 // lastOn
};
static oldmenu_t HexenSkillMenu =
{
0,
SkillSelectMenu, // oldmenuitem_t ->
DrawHexenSkillMenu,
120, 44,
2
};
void M_StartupSkillMenu(const char *playerclass)
{
if (gameinfo.gametype & GAME_Raven)
{
SkillDef.x = 38;
SkillDef.y = 30;
if (gameinfo.gametype == GAME_Hexen)
{
HexenSkillMenu.x = 38;
if (playerclass != NULL)
{
if (!stricmp(playerclass, "fighter")) HexenSkillMenu.x = 120;
else if (!stricmp(playerclass, "cleric")) HexenSkillMenu.x = 116;
else if (!stricmp(playerclass, "mage")) HexenSkillMenu.x = 112;
}
}
}
SkillDef.numitems = HexenSkillMenu.numitems = 0;
for(unsigned int i=0;i<AllSkills.Size() && i<8;i++)
{
FSkillInfo &skill = AllSkills[i];
SkillSelectMenu[i].name = skill.MenuName;
SkillSelectMenu[i].fulltext = !skill.MenuNameIsLump;
SkillSelectMenu[i].alphaKey = skill.MenuNameIsLump? skill.Shortcut : tolower(SkillSelectMenu[i].name[0]);
SkillSelectMenu[i].textcolor = skill.GetTextColor();
SkillSelectMenu[i].alphaKey = skill.Shortcut;
if (playerclass != NULL)
{
FString * pmnm = skill.MenuNamesForPlayerClass.CheckKey(playerclass);
if (pmnm != NULL)
{
SkillSelectMenu[i].name = GStrings(*pmnm);
SkillSelectMenu[i].fulltext = true;
if (skill.Shortcut == 0)
SkillSelectMenu[i].alphaKey = tolower(SkillSelectMenu[i].name[0]);
}
}
SkillDef.numitems++;
HexenSkillMenu.numitems++;
}
// Hexen needs some manual coordinate adjustments based on player class
if (gameinfo.gametype == GAME_Hexen)
{
M_SetupNextMenu(&HexenSkillMenu);
}
else
M_SetupNextMenu(&SkillDef);
}
//
// [RH] Player Setup Menu
//
static oldmenuitem_t PlayerSetupMenu[] =
{
{ 1,0,'n',NULL,M_EditPlayerName, CR_UNTRANSLATED},
{ 2,0,'t',NULL,M_ChangePlayerTeam, CR_UNTRANSLATED},
{ 2,0,'r',NULL,M_SlidePlayerRed, CR_UNTRANSLATED},
{ 2,0,'g',NULL,M_SlidePlayerGreen, CR_UNTRANSLATED},
{ 2,0,'b',NULL,M_SlidePlayerBlue, CR_UNTRANSLATED},
{ 2,0,'c',NULL,M_ChangeClass, CR_UNTRANSLATED},
{ 2,0,'s',NULL,M_ChangeSkin, CR_UNTRANSLATED},
{ 2,0,'e',NULL,M_ChangeGender, CR_UNTRANSLATED},
{ 2,0,'a',NULL,M_ChangeAutoAim, CR_UNTRANSLATED}
};
static oldmenu_t PSetupDef =
{
- 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, 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 =
{
- 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, 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 =
{
- 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 | 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");
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_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.
2006-08-31 00:16:12 +00:00
for (i = 0; SaveComment != NULL && SaveComment[i].Width >= 0 && i < 6; ++i)
{
screen->DrawText (SmallFont, CR_GOLD, commentLeft, commentTop
2006-08-31 00:16:12 +00:00
+ 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, false);
else
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_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, 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 | 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, true);
}
//
// 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, false);
else
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;
}
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, true);
}
//
// 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;
About a week's worth of changes here. As a heads-up, I wouldn't be surprised if this doesn't build in Linux right now. The CMakeLists.txt were checked with MinGW and NMake, but how they fair under Linux is an unknown to me at this time. - Converted most sprintf (and all wsprintf) calls to either mysnprintf or FStrings, depending on the situation. - Changed the strings in the wbstartstruct to be FStrings. - Changed myvsnprintf() to output nothing if count is greater than INT_MAX. This is so that I can use a series of mysnprintf() calls and advance the pointer for each one. Once the pointer goes beyond the end of the buffer, the count will go negative, but since it's an unsigned type it will be seen as excessively huge instead. This should not be a problem, as there's no reason for ZDoom to be using text buffers larger than 2 GB anywhere. - Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig(). - Changed CalcMapName() to return an FString instead of a pointer to a static buffer. - Changed startmap in d_main.cpp into an FString. - Changed CheckWarpTransMap() to take an FString& as the first argument. - Changed d_mapname in g_level.cpp into an FString. - Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an FString. - Fixed: The MAPINFO parser wrote into the string buffer to construct a map name when given a Hexen map number. This was fine with the old scanner code, but only a happy coincidence prevents it from crashing with the new code - Added the 'B' conversion specifier to StringFormat::VWorker() for printing binary numbers. - Added CMake support for building with MinGW, MSYS, and NMake. Linux support is probably broken until I get around to booting into Linux again. Niceties provided over the existing Makefiles they're replacing: * All command-line builds can use the same build system, rather than having a separate one for MinGW and another for Linux. * Microsoft's NMake tool is supported as a target. * Progress meters. * Parallel makes work from a fresh checkout without needing to be primed first with a single-threaded make. * Porting to other architectures should be simplified, whenever that day comes. - Replaced the makewad tool with zipdir. This handles the dependency tracking itself instead of generating an external makefile to do it, since I couldn't figure out how to generate a makefile with an external tool and include it with a CMake-generated makefile. Where makewad used a master list of files to generate the package file, zipdir just zips the entire contents of one or more directories. - Added the gdtoa package from netlib's fp library so that ZDoom's printf-style formatting can be entirely independant of the CRT. SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00
mysnprintf (name, countof(name), "FBUL%c0", (frame+2)%7 + 'A');
screen->DrawTexture (TexMan[name], 37, 80, DTA_Clean, true, TAG_DONE);
About a week's worth of changes here. As a heads-up, I wouldn't be surprised if this doesn't build in Linux right now. The CMakeLists.txt were checked with MinGW and NMake, but how they fair under Linux is an unknown to me at this time. - Converted most sprintf (and all wsprintf) calls to either mysnprintf or FStrings, depending on the situation. - Changed the strings in the wbstartstruct to be FStrings. - Changed myvsnprintf() to output nothing if count is greater than INT_MAX. This is so that I can use a series of mysnprintf() calls and advance the pointer for each one. Once the pointer goes beyond the end of the buffer, the count will go negative, but since it's an unsigned type it will be seen as excessively huge instead. This should not be a problem, as there's no reason for ZDoom to be using text buffers larger than 2 GB anywhere. - Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig(). - Changed CalcMapName() to return an FString instead of a pointer to a static buffer. - Changed startmap in d_main.cpp into an FString. - Changed CheckWarpTransMap() to take an FString& as the first argument. - Changed d_mapname in g_level.cpp into an FString. - Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an FString. - Fixed: The MAPINFO parser wrote into the string buffer to construct a map name when given a Hexen map number. This was fine with the old scanner code, but only a happy coincidence prevents it from crashing with the new code - Added the 'B' conversion specifier to StringFormat::VWorker() for printing binary numbers. - Added CMake support for building with MinGW, MSYS, and NMake. Linux support is probably broken until I get around to booting into Linux again. Niceties provided over the existing Makefiles they're replacing: * All command-line builds can use the same build system, rather than having a separate one for MinGW and another for Linux. * Microsoft's NMake tool is supported as a target. * Progress meters. * Parallel makes work from a fresh checkout without needing to be primed first with a single-threaded make. * Porting to other architectures should be simplified, whenever that day comes. - Replaced the makewad tool with zipdir. This handles the dependency tracking itself instead of generating an external makefile to do it, since I couldn't figure out how to generate a makefile with an external tool and include it with a CMake-generated makefile. Where makewad used a master list of files to generate the package file, zipdir just zips the entire contents of one or more directories. - Added the gdtoa package from netlib's fp library so that ZDoom's printf-style formatting can be entirely independant of the CRT. SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00
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;
About a week's worth of changes here. As a heads-up, I wouldn't be surprised if this doesn't build in Linux right now. The CMakeLists.txt were checked with MinGW and NMake, but how they fair under Linux is an unknown to me at this time. - Converted most sprintf (and all wsprintf) calls to either mysnprintf or FStrings, depending on the situation. - Changed the strings in the wbstartstruct to be FStrings. - Changed myvsnprintf() to output nothing if count is greater than INT_MAX. This is so that I can use a series of mysnprintf() calls and advance the pointer for each one. Once the pointer goes beyond the end of the buffer, the count will go negative, but since it's an unsigned type it will be seen as excessively huge instead. This should not be a problem, as there's no reason for ZDoom to be using text buffers larger than 2 GB anywhere. - Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig(). - Changed CalcMapName() to return an FString instead of a pointer to a static buffer. - Changed startmap in d_main.cpp into an FString. - Changed CheckWarpTransMap() to take an FString& as the first argument. - Changed d_mapname in g_level.cpp into an FString. - Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an FString. - Fixed: The MAPINFO parser wrote into the string buffer to construct a map name when given a Hexen map number. This was fine with the old scanner code, but only a happy coincidence prevents it from crashing with the new code - Added the 'B' conversion specifier to StringFormat::VWorker() for printing binary numbers. - Added CMake support for building with MinGW, MSYS, and NMake. Linux support is probably broken until I get around to booting into Linux again. Niceties provided over the existing Makefiles they're replacing: * All command-line builds can use the same build system, rather than having a separate one for MinGW and another for Linux. * Microsoft's NMake tool is supported as a target. * Progress meters. * Parallel makes work from a fresh checkout without needing to be primed first with a single-threaded make. * Porting to other architectures should be simplified, whenever that day comes. - Replaced the makewad tool with zipdir. This handles the dependency tracking itself instead of generating an external makefile to do it, since I couldn't figure out how to generate a makefile with an external tool and include it with a CMake-generated makefile. Where makewad used a master list of files to generate the package file, zipdir just zips the entire contents of one or more directories. - Added the gdtoa package from netlib's fp library so that ZDoom's printf-style formatting can be entirely independant of the CRT. SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00
mysnprintf (name, countof(name), "M_SKL%.2d", 17 - frame);
screen->DrawTexture (TexMan[name], 40, 10, DTA_Clean, true, TAG_DONE);
About a week's worth of changes here. As a heads-up, I wouldn't be surprised if this doesn't build in Linux right now. The CMakeLists.txt were checked with MinGW and NMake, but how they fair under Linux is an unknown to me at this time. - Converted most sprintf (and all wsprintf) calls to either mysnprintf or FStrings, depending on the situation. - Changed the strings in the wbstartstruct to be FStrings. - Changed myvsnprintf() to output nothing if count is greater than INT_MAX. This is so that I can use a series of mysnprintf() calls and advance the pointer for each one. Once the pointer goes beyond the end of the buffer, the count will go negative, but since it's an unsigned type it will be seen as excessively huge instead. This should not be a problem, as there's no reason for ZDoom to be using text buffers larger than 2 GB anywhere. - Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig(). - Changed CalcMapName() to return an FString instead of a pointer to a static buffer. - Changed startmap in d_main.cpp into an FString. - Changed CheckWarpTransMap() to take an FString& as the first argument. - Changed d_mapname in g_level.cpp into an FString. - Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an FString. - Fixed: The MAPINFO parser wrote into the string buffer to construct a map name when given a Hexen map number. This was fine with the old scanner code, but only a happy coincidence prevents it from crashing with the new code - Added the 'B' conversion specifier to StringFormat::VWorker() for printing binary numbers. - Added CMake support for building with MinGW, MSYS, and NMake. Linux support is probably broken until I get around to booting into Linux again. Niceties provided over the existing Makefiles they're replacing: * All command-line builds can use the same build system, rather than having a separate one for MinGW and another for Linux. * Microsoft's NMake tool is supported as a target. * Progress meters. * Parallel makes work from a fresh checkout without needing to be primed first with a single-threaded make. * Porting to other architectures should be simplified, whenever that day comes. - Replaced the makewad tool with zipdir. This handles the dependency tracking itself instead of generating an external makefile to do it, since I couldn't figure out how to generate a makefile with an external tool and include it with a CMake-generated makefile. Where makewad used a master list of files to generate the package file, zipdir just zips the entire contents of one or more directories. - Added the gdtoa package from netlib's fp library so that ZDoom's printf-style formatting can be entirely independant of the CRT. SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00
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, false);
else
M_StartMessage (GStrings("NEWGAME"), NULL, false);
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);
About a week's worth of changes here. As a heads-up, I wouldn't be surprised if this doesn't build in Linux right now. The CMakeLists.txt were checked with MinGW and NMake, but how they fair under Linux is an unknown to me at this time. - Converted most sprintf (and all wsprintf) calls to either mysnprintf or FStrings, depending on the situation. - Changed the strings in the wbstartstruct to be FStrings. - Changed myvsnprintf() to output nothing if count is greater than INT_MAX. This is so that I can use a series of mysnprintf() calls and advance the pointer for each one. Once the pointer goes beyond the end of the buffer, the count will go negative, but since it's an unsigned type it will be seen as excessively huge instead. This should not be a problem, as there's no reason for ZDoom to be using text buffers larger than 2 GB anywhere. - Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig(). - Changed CalcMapName() to return an FString instead of a pointer to a static buffer. - Changed startmap in d_main.cpp into an FString. - Changed CheckWarpTransMap() to take an FString& as the first argument. - Changed d_mapname in g_level.cpp into an FString. - Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an FString. - Fixed: The MAPINFO parser wrote into the string buffer to construct a map name when given a Hexen map number. This was fine with the old scanner code, but only a happy coincidence prevents it from crashing with the new code - Added the 'B' conversion specifier to StringFormat::VWorker() for printing binary numbers. - Added CMake support for building with MinGW, MSYS, and NMake. Linux support is probably broken until I get around to booting into Linux again. Niceties provided over the existing Makefiles they're replacing: * All command-line builds can use the same build system, rather than having a separate one for MinGW and another for Linux. * Microsoft's NMake tool is supported as a target. * Progress meters. * Parallel makes work from a fresh checkout without needing to be primed first with a single-threaded make. * Porting to other architectures should be simplified, whenever that day comes. - Replaced the makewad tool with zipdir. This handles the dependency tracking itself instead of generating an external makefile to do it, since I couldn't figure out how to generate a makefile with an external tool and include it with a CMake-generated makefile. Where makewad used a master list of files to generate the package file, zipdir just zips the entire contents of one or more directories. - Added the gdtoa package from netlib's fp library so that ZDoom's printf-style formatting can be entirely independant of the CRT. SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00
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, true);
return;
}
G_DeferedInitNew (EpisodeMaps[epi], choice);
if (gamestate == GS_FULLCONSOLE)
{
gamestate = GS_HIDECONSOLE;
gameaction = ga_newgame;
}
M_ClearMenus ();
}
void M_Episode (int choice)
{
if ((gameinfo.flags & GI_SHAREWARE) && choice)
{
if (gameinfo.gametype == GAME_Doom)
{
M_StartMessage(GStrings("SWSTRING"),NULL,false);
//M_SetupNextMenu(&ReadDef);
}
else if (gameinfo.gametype == GAME_Chex)
{
M_StartMessage(GStrings("CSWSTRING"),NULL,false);
}
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, false);
else
M_StartMessage (GStrings("NEWGAME"), NULL, false);
return;
}
if (option == 3)
playerclass = "Random";
else
playerclass = PlayerClasses[option].Type->Meta.GetMetaString (APMETA_DisplayName);
if (EpiDef.numitems > 1)
{
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, false);
else
M_StartMessage (GStrings("NEWGAME"), NULL, false);
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,false);
else
M_StartMessage(GStrings("NETEND"),NULL,false);
return;
}
if(gameinfo.gametype == GAME_Chex)
M_StartMessage(GStrings("CENDGAME"),M_EndGameResponse,true);
else
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 ((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)
{
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, true);
}
//
// [RH] Player Setup Menu code
//
void M_PlayerSetup (void)
{
OptionsActive = false;
drawSkull = true;
strcpy (savegamestring, name);
M_DemoNoPlay = true;
if (demoplayback)
G_CheckDemoStatus ();
M_SetupNextMenu (&PSetupDef);
if (players[consoleplayer].mo != NULL)
{
PlayerClass = &PlayerClasses[players[consoleplayer].CurrentPlayerClass];
}
PlayerSkin = players[consoleplayer].userinfo.skin;
- Discovered that Shader Model 1.4 clamps my constants, so I can't use palettes smaller than 256 entries with the shader I wrote for it. Is there a list of gotchas like this listed some where? I'd really like to see it. Well, when compiled with SM2.0, the PalTex shader seems to be every-so- slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a minor win for cards that support it. - Fixed: ST_Endoom() failed to free the bitmap it used. - Added the DTA_ColorOverlay attribute to blend a color with the texture being drawn. For software, this (currently) only works with black. For hardware, it works with any color. The motiviation for this was so I could rewrite the status bar calls that passed DIM_MAP to DTA_Translation to draw darker icons into something that didn't require making a whole new remap table. - After having an "OMG! How could I have been so stupid?" moment, I have removed the off-by-one check from D3DFB. I had thought the off-by-one error was caused by rounding errors by the shader hardware. Not so. Rather, I wasn't sampling what I thought I was sampling. A texture that uses palette index 255 passes the value 1.0 to the shader. The shader needs to adjust the range of its palette indexes, or it will end up trying to read color 256 from the palette texture when it should be reading color 255. Doh! - The TranslationToTable() function has been added to map from translation numbers used by actors to the tables those numbers represent. This function performs validation for the input and returns NULL if the input value is invalid. - Major changes to the way translation tables work: No longer are they each a 256-byte array. Instead, the FRemapTable structure is used to represent each one. It includes a remap array for the software renderer, a palette array for a hardware renderer, and a native texture pointer for D3DFB. The translationtables array itself is now an array of TArrays that point to the real tables. The DTA_Translation attribute must also be passed a pointer to a FRemapTable, not a byte array as previously. - Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly for D3DFB's 2D mode. Before, any fullscreen graphics (like help images) covered it up. SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
R_GetPlayerTranslation (players[consoleplayer].userinfo.color, &skins[PlayerSkin], translationtables[TRANSLATION_Players][MAXPLAYERS]);
PlayerState = GetDefaultByType (PlayerClass->Type)->SeeState;
PlayerTics = PlayerState->GetTics();
if (FireTexture == NULL)
{
FireTexture = new FBackdropTexture;
}
}
static void M_PlayerSetupTicker (void)
{
// Based on code in f_finale.c
FPlayerClass *oldclass = PlayerClass;
if (currentMenu == &ClassMenuDef)
{
int item;
if (itemOn < ClassMenuDef.numitems-1)
item = itemOn;
else
item = (MenuTime>>2) % (ClassMenuDef.numitems-1);
PlayerClass = &PlayerClasses[D_PlayerClassToInt (ClassMenuItems[item].name)];
}
else
{
PickPlayerClass ();
}
if (PlayerClass != oldclass)
{
PlayerState = GetDefaultByType (PlayerClass->Type)->SeeState;
PlayerTics = PlayerState->GetTics();
PlayerSkin = R_FindSkin (skins[PlayerSkin].name, int(PlayerClass - &PlayerClasses[0]));
R_GetPlayerTranslation (players[consoleplayer].userinfo.color,
- Discovered that Shader Model 1.4 clamps my constants, so I can't use palettes smaller than 256 entries with the shader I wrote for it. Is there a list of gotchas like this listed some where? I'd really like to see it. Well, when compiled with SM2.0, the PalTex shader seems to be every-so- slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a minor win for cards that support it. - Fixed: ST_Endoom() failed to free the bitmap it used. - Added the DTA_ColorOverlay attribute to blend a color with the texture being drawn. For software, this (currently) only works with black. For hardware, it works with any color. The motiviation for this was so I could rewrite the status bar calls that passed DIM_MAP to DTA_Translation to draw darker icons into something that didn't require making a whole new remap table. - After having an "OMG! How could I have been so stupid?" moment, I have removed the off-by-one check from D3DFB. I had thought the off-by-one error was caused by rounding errors by the shader hardware. Not so. Rather, I wasn't sampling what I thought I was sampling. A texture that uses palette index 255 passes the value 1.0 to the shader. The shader needs to adjust the range of its palette indexes, or it will end up trying to read color 256 from the palette texture when it should be reading color 255. Doh! - The TranslationToTable() function has been added to map from translation numbers used by actors to the tables those numbers represent. This function performs validation for the input and returns NULL if the input value is invalid. - Major changes to the way translation tables work: No longer are they each a 256-byte array. Instead, the FRemapTable structure is used to represent each one. It includes a remap array for the software renderer, a palette array for a hardware renderer, and a native texture pointer for D3DFB. The translationtables array itself is now an array of TArrays that point to the real tables. The DTA_Translation attribute must also be passed a pointer to a FRemapTable, not a byte array as previously. - Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly for D3DFB's 2D mode. Before, any fullscreen graphics (like help images) covered it up. SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
&skins[PlayerSkin], translationtables[TRANSLATION_Players][MAXPLAYERS]);
}
if (PlayerState->GetTics () != -1 && PlayerState->GetNextState () != NULL)
{
if (--PlayerTics > 0)
return;
PlayerState = PlayerState->GetNextState();
PlayerTics = PlayerState->GetTics();
}
}
static void M_PlayerSetupDrawer ()
{
int x, xo, yo;
EColorRange label, value;
DWORD color;
if (!(gameinfo.gametype & (GAME_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),
2008-01-08 01:48:33 +00:00
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 sliders
//V_DrawTextCleanMove (CR_GREY, PSetupDef.x, PSetupDef.y + LINEHEIGHT, "Color");
screen->DrawText (SmallFont, label, PSetupDef.x, PSetupDef.y + LINEHEIGHT*2+yo, "Red", DTA_Clean, true, TAG_DONE);
screen->DrawText (SmallFont, label, PSetupDef.x, PSetupDef.y + LINEHEIGHT*3+yo, "Green", DTA_Clean, true, TAG_DONE);
screen->DrawText (SmallFont, 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, float(RPART(color)));
M_DrawSlider (x, PSetupDef.y + LINEHEIGHT*3+yo, 0.0f, 255.0f, float(GPART(color)));
M_DrawSlider (x, PSetupDef.y + LINEHEIGHT*4+yo, 0.0f, 255.0f, float(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));
- Discovered that Shader Model 1.4 clamps my constants, so I can't use palettes smaller than 256 entries with the shader I wrote for it. Is there a list of gotchas like this listed some where? I'd really like to see it. Well, when compiled with SM2.0, the PalTex shader seems to be every-so- slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a minor win for cards that support it. - Fixed: ST_Endoom() failed to free the bitmap it used. - Added the DTA_ColorOverlay attribute to blend a color with the texture being drawn. For software, this (currently) only works with black. For hardware, it works with any color. The motiviation for this was so I could rewrite the status bar calls that passed DIM_MAP to DTA_Translation to draw darker icons into something that didn't require making a whole new remap table. - After having an "OMG! How could I have been so stupid?" moment, I have removed the off-by-one check from D3DFB. I had thought the off-by-one error was caused by rounding errors by the shader hardware. Not so. Rather, I wasn't sampling what I thought I was sampling. A texture that uses palette index 255 passes the value 1.0 to the shader. The shader needs to adjust the range of its palette indexes, or it will end up trying to read color 256 from the palette texture when it should be reading color 255. Doh! - The TranslationToTable() function has been added to map from translation numbers used by actors to the tables those numbers represent. This function performs validation for the input and returns NULL if the input value is invalid. - Major changes to the way translation tables work: No longer are they each a 256-byte array. Instead, the FRemapTable structure is used to represent each one. It includes a remap array for the software renderer, a palette array for a hardware renderer, and a native texture pointer for D3DFB. The translationtables array itself is now an array of TArrays that point to the real tables. The DTA_Translation attribute must also be passed a pointer to a FRemapTable, not a byte array as previously. - Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly for D3DFB's 2D mode. Before, any fullscreen graphics (like help images) covered it up. SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
R_GetPlayerTranslation (players[consoleplayer].userinfo.color, &skins[PlayerSkin], translationtables[TRANSLATION_Players][MAXPLAYERS]);
cvar_set ("skin", skins[PlayerSkin].name);
}
static void M_ChangeGender (int choice)
{
int gender = players[consoleplayer].userinfo.gender;
if (!choice)
gender = (gender == 0) ? 2 : gender - 1;
else
gender = (gender == 2) ? 0 : gender + 1;
cvar_set ("gender", genders[gender]);
}
static void M_ChangeAutoAim (int choice)
{
static const float ranges[] = { 0, 0.25, 0.5, 1, 2, 3, 5000 };
float aim = autoaim;
int i;
if (!choice) {
// Select a lower autoaim
for (i = 6; i >= 1; i--)
{
if (aim >= ranges[i])
{
aim = ranges[i - 1];
break;
}
}
}
else
{
// Select a higher autoaim
for (i = 5; i >= 0; i--)
{
if (aim >= ranges[i])
{
aim = ranges[i + 1];
break;
}
}
}
autoaim = aim;
}
static void M_EditPlayerName (int choice)
{
// we are going to be intercepting all chars
2006-04-11 16:27:41 +00:00
genStringEnter = 2;
genStringEnd = M_PlayerNameChanged;
genStringCancel = M_PlayerNameNotChanged;
genStringLen = MAXPLAYERNAME;
saveSlot = 0;
saveCharIndex = strlen (savegamestring);
}
static void M_PlayerNameNotChanged ()
{
strcpy (savegamestring, name);
}
static void M_PlayerNameChanged (FSaveGameNode *dummy)
{
const char *p;
FString command("name \"");
// Escape any backslashes or quotation marks before sending the name to the console.
for (p = savegamestring; *p != '\0'; ++p)
{
if (*p == '"' || *p == '\\')
{
command << '\\';
}
command << *p;
}
command << '"';
C_DoCommand (command);
}
static void M_ChangePlayerTeam (int choice)
{
if (!choice)
{
if (team == 0)
{
team = TEAM_NONE;
}
else if (team == TEAM_NONE)
{
team = Teams.Size () - 1;
}
else
{
team = team - 1;
}
}
else
{
if (team == int(Teams.Size () - 1))
{
team = TEAM_NONE;
}
else if (team == TEAM_NONE)
{
team = 0;
}
else
{
team = team + 1;
}
}
}
static void SendNewColor (int red, int green, int blue)
{
char command[24];
About a week's worth of changes here. As a heads-up, I wouldn't be surprised if this doesn't build in Linux right now. The CMakeLists.txt were checked with MinGW and NMake, but how they fair under Linux is an unknown to me at this time. - Converted most sprintf (and all wsprintf) calls to either mysnprintf or FStrings, depending on the situation. - Changed the strings in the wbstartstruct to be FStrings. - Changed myvsnprintf() to output nothing if count is greater than INT_MAX. This is so that I can use a series of mysnprintf() calls and advance the pointer for each one. Once the pointer goes beyond the end of the buffer, the count will go negative, but since it's an unsigned type it will be seen as excessively huge instead. This should not be a problem, as there's no reason for ZDoom to be using text buffers larger than 2 GB anywhere. - Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig(). - Changed CalcMapName() to return an FString instead of a pointer to a static buffer. - Changed startmap in d_main.cpp into an FString. - Changed CheckWarpTransMap() to take an FString& as the first argument. - Changed d_mapname in g_level.cpp into an FString. - Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an FString. - Fixed: The MAPINFO parser wrote into the string buffer to construct a map name when given a Hexen map number. This was fine with the old scanner code, but only a happy coincidence prevents it from crashing with the new code - Added the 'B' conversion specifier to StringFormat::VWorker() for printing binary numbers. - Added CMake support for building with MinGW, MSYS, and NMake. Linux support is probably broken until I get around to booting into Linux again. Niceties provided over the existing Makefiles they're replacing: * All command-line builds can use the same build system, rather than having a separate one for MinGW and another for Linux. * Microsoft's NMake tool is supported as a target. * Progress meters. * Parallel makes work from a fresh checkout without needing to be primed first with a single-threaded make. * Porting to other architectures should be simplified, whenever that day comes. - Replaced the makewad tool with zipdir. This handles the dependency tracking itself instead of generating an external makefile to do it, since I couldn't figure out how to generate a makefile with an external tool and include it with a CMake-generated makefile. Where makewad used a master list of files to generate the package file, zipdir just zips the entire contents of one or more directories. - Added the gdtoa package from netlib's fp library so that ZDoom's printf-style formatting can be entirely independant of the CRT. SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00
mysnprintf (command, countof(command), "color \"%02x %02x %02x\"", red, green, blue);
C_DoCommand (command);
- Discovered that Shader Model 1.4 clamps my constants, so I can't use palettes smaller than 256 entries with the shader I wrote for it. Is there a list of gotchas like this listed some where? I'd really like to see it. Well, when compiled with SM2.0, the PalTex shader seems to be every-so- slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a minor win for cards that support it. - Fixed: ST_Endoom() failed to free the bitmap it used. - Added the DTA_ColorOverlay attribute to blend a color with the texture being drawn. For software, this (currently) only works with black. For hardware, it works with any color. The motiviation for this was so I could rewrite the status bar calls that passed DIM_MAP to DTA_Translation to draw darker icons into something that didn't require making a whole new remap table. - After having an "OMG! How could I have been so stupid?" moment, I have removed the off-by-one check from D3DFB. I had thought the off-by-one error was caused by rounding errors by the shader hardware. Not so. Rather, I wasn't sampling what I thought I was sampling. A texture that uses palette index 255 passes the value 1.0 to the shader. The shader needs to adjust the range of its palette indexes, or it will end up trying to read color 256 from the palette texture when it should be reading color 255. Doh! - The TranslationToTable() function has been added to map from translation numbers used by actors to the tables those numbers represent. This function performs validation for the input and returns NULL if the input value is invalid. - Major changes to the way translation tables work: No longer are they each a 256-byte array. Instead, the FRemapTable structure is used to represent each one. It includes a remap array for the software renderer, a palette array for a hardware renderer, and a native texture pointer for D3DFB. The translationtables array itself is now an array of TArrays that point to the real tables. The DTA_Translation attribute must also be passed a pointer to a FRemapTable, not a byte array as previously. - Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly for D3DFB's 2D mode. Before, any fullscreen graphics (like help images) covered it up. SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
R_GetPlayerTranslation (MAKERGB (red, green, blue), &skins[PlayerSkin], translationtables[TRANSLATION_Players][MAXPLAYERS]);
}
static void M_SlidePlayerRed (int choice)
{
int color = players[consoleplayer].userinfo.color;
int red = RPART(color);
if (choice == 0) {
red -= 16;
if (red < 0)
red = 0;
} else {
red += 16;
if (red > 255)
red = 255;
}
SendNewColor (red, GPART(color), BPART(color));
}
static void M_SlidePlayerGreen (int choice)
{
int color = players[consoleplayer].userinfo.color;
int green = GPART(color);
if (choice == 0) {
green -= 16;
if (green < 0)
green = 0;
} else {
green += 16;
if (green > 255)
green = 255;
}
SendNewColor (RPART(color), green, BPART(color));
}
static void M_SlidePlayerBlue (int choice)
{
int color = players[consoleplayer].userinfo.color;
int blue = BPART(color);
if (choice == 0) {
blue -= 16;
if (blue < 0)
blue = 0;
} else {
blue += 16;
if (blue > 255)
blue = 255;
}
SendNewColor (RPART(color), GPART(color), blue);
}
//
// Menu Functions
//
void M_StartMessage (const char *string, void (*routine)(int), bool input)
{
C_HideConsole ();
messageLastMenuActive = menuactive;
messageToPrint = 1;
messageString = string;
messageRoutine = routine;
messageNeedsInput = input;
if (menuactive == MENU_Off)
{
M_ActivateMenuInput ();
}
if (input)
{
S_StopSound (CHAN_VOICE);
S_Sound (CHAN_VOICE | CHAN_UI, "menu/prompt", 1, ATTN_NONE);
}
return;
}
//
// 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;
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;
}
else if (ev->subtype == EV_GUI_Char && messageToPrint && messageNeedsInput)
{
ch = ev->data1;
}
}
if (OptionsActive && !chatmodeon)
{
M_OptResponder (ev);
return true;
}
if (ch == -1)
return false;
// Save Game string input
// [RH] and Player Name string input
if (genStringEnter)
{
switch (ch)
{
case '\b':
if (saveCharIndex > 0)
{
saveCharIndex--;
savegamestring[saveCharIndex] = 0;
}
break;
case GK_ESCAPE:
genStringEnter = 0;
genStringCancel (); // [RH] Function to call when escape is pressed
break;
case '\r':
if (savegamestring[0])
{
genStringEnter = 0;
if (messageToPrint)
M_ClearMenus ();
genStringEnd (SelSaveGame); // [RH] Function to call when enter is pressed
}
break;
}
return true;
}
// Take care of any messages that need input
if (messageToPrint)
{
ch = tolower (ch);
if (messageNeedsInput)
{
// For each printable keystroke, both EV_GUI_KeyDown and
// EV_GUI_Char will be generated, in that order. If we close
// the menu after the first event arrives and the fullscreen
// console is up, the console will get the EV_GUI_Char event
// next. Therefore, the message input should only respond to
// EV_GUI_Char events (sans Escape, which only generates
// EV_GUI_KeyDown.)
if (ev->subtype != EV_GUI_Char && ch != GK_ESCAPE)
{
return false;
}
if (ch != ' ' && ch != 'n' && ch != 'y' && ch != GK_ESCAPE)
{
return false;
}
}
menuactive = messageLastMenuActive;
messageToPrint = 0;
if (messageRoutine)
messageRoutine (ch);
if (menuactive != MENU_Off)
{
M_DeactivateMenuInput ();
}
SB_state = screen->GetPageCount (); // refresh the statbar
BorderNeedRefresh = screen->GetPageCount ();
S_Sound (CHAN_VOICE | CHAN_UI, "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 | CHAN_UI, "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 | CHAN_UI, "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 | CHAN_UI, "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 | CHAN_UI, "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 | CHAN_UI, "menu/change", 1, ATTN_NONE);
}
else
{
currentMenu->menuitems[itemOn].routine(itemOn);
S_Sound (CHAN_VOICE | CHAN_UI, "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 | CHAN_UI, "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())
{
About a week's worth of changes here. As a heads-up, I wouldn't be surprised if this doesn't build in Linux right now. The CMakeLists.txt were checked with MinGW and NMake, but how they fair under Linux is an unknown to me at this time. - Converted most sprintf (and all wsprintf) calls to either mysnprintf or FStrings, depending on the situation. - Changed the strings in the wbstartstruct to be FStrings. - Changed myvsnprintf() to output nothing if count is greater than INT_MAX. This is so that I can use a series of mysnprintf() calls and advance the pointer for each one. Once the pointer goes beyond the end of the buffer, the count will go negative, but since it's an unsigned type it will be seen as excessively huge instead. This should not be a problem, as there's no reason for ZDoom to be using text buffers larger than 2 GB anywhere. - Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig(). - Changed CalcMapName() to return an FString instead of a pointer to a static buffer. - Changed startmap in d_main.cpp into an FString. - Changed CheckWarpTransMap() to take an FString& as the first argument. - Changed d_mapname in g_level.cpp into an FString. - Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an FString. - Fixed: The MAPINFO parser wrote into the string buffer to construct a map name when given a Hexen map number. This was fine with the old scanner code, but only a happy coincidence prevents it from crashing with the new code - Added the 'B' conversion specifier to StringFormat::VWorker() for printing binary numbers. - Added CMake support for building with MinGW, MSYS, and NMake. Linux support is probably broken until I get around to booting into Linux again. Niceties provided over the existing Makefiles they're replacing: * All command-line builds can use the same build system, rather than having a separate one for MinGW and another for Linux. * Microsoft's NMake tool is supported as a target. * Progress meters. * Parallel makes work from a fresh checkout without needing to be primed first with a single-threaded make. * Porting to other architectures should be simplified, whenever that day comes. - Replaced the makewad tool with zipdir. This handles the dependency tracking itself instead of generating an external makefile to do it, since I couldn't figure out how to generate a makefile with an external tool and include it with a CMake-generated makefile. Where makewad used a master list of files to generate the package file, zipdir just zips the entire contents of one or more directories. - Added the gdtoa package from netlib's fp library so that ZDoom's printf-style formatting can be entirely independant of the CRT. SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00
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_UP:
if (SelSaveGame != SaveGames.Head)
{
if (SelSaveGame == TopSaveGame)
{
TopSaveGame = static_cast<FSaveGameNode *>(TopSaveGame->Pred);
}
SelSaveGame = static_cast<FSaveGameNode *>(SelSaveGame->Pred);
}
else
{
SelSaveGame = static_cast<FSaveGameNode *>(SaveGames.TailPred);
}
M_UnloadSaveData ();
M_ExtractSaveData (SelSaveGame);
break;
case GK_DOWN:
if (SelSaveGame != SaveGames.TailPred)
{
SelSaveGame = static_cast<FSaveGameNode *>(SelSaveGame->Succ);
}
else
{
SelSaveGame = TopSaveGame =
static_cast<FSaveGameNode *>(SaveGames.Head);
}
M_UnloadSaveData ();
M_ExtractSaveData (SelSaveGame);
break;
case GK_DEL:
case '\b':
if (SelSaveGame != &NewSaveNode)
{
EndString.Format("%s" TEXTCOLOR_WHITE "%s" TEXTCOLOR_NORMAL "?\n\n%s",
GStrings("MNU_DELETESG"), SelSaveGame->Title, GStrings("PRESSYN"));
M_StartMessage (EndString, M_DeleteSaveResponse, true);
}
break;
case 'N':
if (currentMenu == &SaveDef)
{
SelSaveGame = TopSaveGame = &NewSaveNode;
M_UnloadSaveData ();
}
break;
case '\r':
if (currentMenu == &LoadDef)
{
M_LoadSelect (SelSaveGame);
}
else
{
M_SaveSelect (SelSaveGame);
}
}
}
return (ev->subtype == EV_GUI_KeyDown);
}
static void M_LoadSelect (const FSaveGameNode *file)
{
G_LoadGame (file->Filename.GetChars());
if (gamestate == GS_FULLCONSOLE)
{
gamestate = GS_HIDECONSOLE;
}
if (quickSaveSlot == (FSaveGameNode *)1)
{
quickSaveSlot = SelSaveGame;
}
M_ClearMenus ();
BorderNeedRefresh = screen->GetPageCount ();
}
//
// User wants to save. Start string input for M_Responder
//
static void M_SaveSelect (const FSaveGameNode *file)
{
// we are going to be intercepting all chars
genStringEnter = 1;
genStringEnd = M_DoSave;
genStringCancel = M_ClearMenus;
genStringLen = SAVESTRINGSIZE-1;
if (file != &NewSaveNode)
{
strcpy (savegamestring, file->Title);
}
else
{
savegamestring[0] = 0;
}
saveCharIndex = strlen (savegamestring);
}
static void M_DeleteSaveResponse (int choice)
{
M_ClearSaveStuff ();
if (choice == 'y')
{
FSaveGameNode *next = static_cast<FSaveGameNode *>(SelSaveGame->Succ);
if (next->Succ == NULL)
{
next = static_cast<FSaveGameNode *>(SelSaveGame->Pred);
if (next->Pred == NULL)
{
next = NULL;
}
}
remove (SelSaveGame->Filename.GetChars());
M_UnloadSaveData ();
SelSaveGame = M_RemoveSaveSlot (SelSaveGame);
M_ExtractSaveData (SelSaveGame);
}
}
//
// M_StartControlPanel
//
void M_StartControlPanel (bool makeSound)
{
// intro might call this repeatedly
if (menuactive == MENU_On)
return;
drawSkull = true;
MenuStackDepth = 0;
currentMenu = TopLevelMenu;
itemOn = currentMenu->lastOn;
C_HideConsole (); // [RH] Make sure console goes bye bye.
OptionsActive = false; // [RH] Make sure none of the options menus appear.
M_ActivateMenuInput ();
if (makeSound)
{
S_Sound (CHAN_VOICE | 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)
{
screen->Dim (fade);
BorderNeedRefresh = screen->GetPageCount ();
SB_state = screen->GetPageCount ();
FBrokenLines *lines = V_BreakLines (SmallFont, 320, messageString);
y = 100;
2006-08-31 00:16:12 +00:00
for (i = 0; lines[i].Width >= 0; i++)
y -= SmallFont->GetHeight () / 2;
2006-08-31 00:16:12 +00:00
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 += SmallFont->GetHeight ();
}
V_FreeBrokenLines (lines);
}
else if (menuactive != MENU_Off)
{
if (InfoType == 0 && !OptionsActive)
{
screen->Dim (fade);
}
// For Heretic shareware message:
if (showSharewareMessage)
{
const char *text = GStrings("MNU_ONLYREGISTERED");
screen->DrawText (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)
{
screen->DrawText (ConFont, CR_RED, x - 16,
currentMenu->y + itemOn*LINEHEIGHT +
(!(gameinfo.gametype & (GAME_DoomStrifeChex)) ? 6 : -1), "\xd",
DTA_Clean, true, TAG_DONE);
}
}
else if (gameinfo.gametype & GAME_DoomChex)
{
screen->DrawTexture (TexMan[skullName[whichSkull]],
x + SKULLXOFF, currentMenu->y - 5 + itemOn*LINEHEIGHT,
DTA_Clean, true, TAG_DONE);
}
else if (gameinfo.gametype == GAME_Strife)
{
screen->DrawTexture (TexMan[cursName[(MenuTime >> 2) & 7]],
x - 28, currentMenu->y - 5 + itemOn*LINEHEIGHT,
DTA_Clean, true, TAG_DONE);
}
else
{
screen->DrawTexture (TexMan[MenuTime & 16 ? "M_SLCTR1" : "M_SLCTR2"],
x + SELECTOR_XOFFSET,
currentMenu->y + itemOn*LINEHEIGHT + SELECTOR_YOFFSET,
DTA_Clean, true, TAG_DONE);
}
}
}
}
}
static void M_ClearSaveStuff ()
{
M_UnloadSaveData ();
if (SaveGames.Head == &NewSaveNode)
{
SaveGames.RemHead ();
if (SelSaveGame == &NewSaveNode)
{
SelSaveGame = static_cast<FSaveGameNode *>(SaveGames.Head);
}
if (TopSaveGame == &NewSaveNode)
{
TopSaveGame = static_cast<FSaveGameNode *>(SaveGames.Head);
}
}
if (quickSaveSlot == (FSaveGameNode *)1)
{
quickSaveSlot = NULL;
}
}
//
// M_ClearMenus
//
void M_ClearMenus ()
{
if (FireTexture)
{
delete FireTexture;
FireTexture = NULL;
}
M_ClearSaveStuff ();
M_DeactivateMenuInput ();
MenuStackDepth = 0;
OptionsActive = false;
InfoType = 0;
drawSkull = true;
M_DemoNoPlay = false;
BorderNeedRefresh = screen->GetPageCount ();
}
//
// M_SetupNextMenu
//
void M_SetupNextMenu (oldmenu_t *menudef)
{
MenuStack[MenuStackDepth].menu.old = menudef;
MenuStack[MenuStackDepth].isNewStyle = false;
MenuStack[MenuStackDepth].drawSkull = drawSkull;
MenuStackDepth++;
currentMenu = menudef;
itemOn = currentMenu->lastOn;
}
void M_PopMenuStack (void)
{
M_DemoNoPlay = false;
InfoType = 0;
M_ClearSaveStuff ();
flagsvar = 0;
if (MenuStackDepth > 1)
{
MenuStackDepth -= 2;
if (MenuStack[MenuStackDepth].isNewStyle)
{
OptionsActive = true;
CurrentMenu = MenuStack[MenuStackDepth].menu.newmenu;
CurrentItem = CurrentMenu->lastOn;
}
else
{
OptionsActive = false;
currentMenu = MenuStack[MenuStackDepth].menu.old;
itemOn = currentMenu->lastOn;
}
drawSkull = MenuStack[MenuStackDepth].drawSkull;
++MenuStackDepth;
S_Sound (CHAN_VOICE | 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)
{
whichSkull ^= 1;
skullAnimCounter = 8;
}
if (currentMenu == &PSetupDef || currentMenu == &ClassMenuDef)
M_PlayerSetupTicker ();
}
//
// M_Init
//
EXTERN_CVAR (Int, screenblocks)
void M_Init (void)
{
unsigned int i;
atterm (M_Deinit);
if (gameinfo.gametype & (GAME_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;
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_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];
}