mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-08 05:51:26 +00:00
6df5e6f9cb
SVN r2400 (trunk)
4133 lines
103 KiB
C++
4133 lines
103 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// DOOM selection menu, options, episode etc.
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// Sliders and icons. Kinda widget stuff.
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//
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//-----------------------------------------------------------------------------
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// HEADER FILES ------------------------------------------------------------
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#include <ctype.h>
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#include <fcntl.h>
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#include <stdlib.h>
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#include <zlib.h>
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#if defined(_WIN32)
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#include <io.h>
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#else
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#include <unistd.h>
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#include <sys/types.h>
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#include <sys/stat.h>
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#endif
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#include "doomdef.h"
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#include "gstrings.h"
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#include "c_console.h"
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#include "c_dispatch.h"
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#include "d_main.h"
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#include "i_system.h"
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#include "i_video.h"
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#include "v_video.h"
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#include "v_palette.h"
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#include "w_wad.h"
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#include "r_local.h"
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#include "hu_stuff.h"
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#include "g_game.h"
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#include "m_argv.h"
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#include "m_swap.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "doomstat.h"
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#include "m_menu.h"
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#include "v_text.h"
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#include "st_stuff.h"
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#include "d_gui.h"
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#include "version.h"
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#include "m_png.h"
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#include "templates.h"
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#include "lists.h"
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#include "gi.h"
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#include "p_tick.h"
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#include "st_start.h"
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#include "teaminfo.h"
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#include "r_translate.h"
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#include "g_level.h"
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#include "d_event.h"
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#include "colormatcher.h"
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#include "d_netinf.h"
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// MACROS ------------------------------------------------------------------
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#define SKULLXOFF -32
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#define SELECTOR_XOFFSET (-28)
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#define SELECTOR_YOFFSET (-1)
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#define KEY_REPEAT_DELAY (TICRATE*5/12)
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#define KEY_REPEAT_RATE (3)
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#define INPUTGRID_WIDTH 13
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#define INPUTGRID_HEIGHT 5
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// TYPES -------------------------------------------------------------------
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struct FSaveGameNode : public Node
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{
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char Title[SAVESTRINGSIZE];
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FString Filename;
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bool bOldVersion;
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bool bMissingWads;
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};
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struct FBackdropTexture : public FTexture
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{
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public:
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FBackdropTexture();
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const BYTE *GetColumn(unsigned int column, const Span **spans_out);
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const BYTE *GetPixels();
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void Unload();
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bool CheckModified();
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protected:
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BYTE Pixels[144*160];
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static const Span DummySpan[2];
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int LastRenderTic;
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angle_t time1, time2, time3, time4;
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angle_t t1ang, t2ang, z1ang, z2ang;
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void Render();
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};
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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void R_GetPlayerTranslation (int color, const FPlayerColorSet *colorset, FPlayerSkin *skin, FRemapTable *table);
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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int M_StringHeight (const char *string);
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void M_ClearMenus ();
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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static void M_NewGame (int choice);
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static void M_Episode (int choice);
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static void M_ChooseSkill (int choice);
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static void M_LoadGame (int choice);
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static void M_SaveGame (int choice);
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static void M_Options (int choice);
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static void M_EndGame (int choice);
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static void M_ReadThis (int choice);
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static void M_ReadThisMore (int choice);
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static void M_QuitGame (int choice);
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static void M_GameFiles (int choice);
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static void M_ClearSaveStuff ();
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static void SCClass (int choice);
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static void M_ChooseClass (int choice);
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static void M_FinishReadThis (int choice);
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static void M_QuickSave ();
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static void M_QuickLoad ();
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static void M_LoadSelect (const FSaveGameNode *file);
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static void M_SaveSelect (const FSaveGameNode *file);
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static void M_ReadSaveStrings ();
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static void M_UnloadSaveStrings ();
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static FSaveGameNode *M_RemoveSaveSlot (FSaveGameNode *file);
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static void M_ExtractSaveData (const FSaveGameNode *file);
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static void M_UnloadSaveData ();
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static void M_InsertSaveNode (FSaveGameNode *node);
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static bool M_SaveLoadResponder (event_t *ev);
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static void M_SaveLoadButtonHandler(EMenuKey key);
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static void M_DeleteSaveResponse (int choice);
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static void M_DrawMainMenu ();
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static void M_DrawReadThis ();
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static void M_DrawNewGame ();
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static void M_DrawEpisode ();
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static void M_DrawLoad ();
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static void M_DrawSave ();
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static void DrawClassMenu ();
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static void DrawHexenSkillMenu ();
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static void M_DrawClassMenu ();
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static void M_DrawHereticMainMenu ();
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static void M_DrawFiles ();
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void M_DrawFrame (int x, int y, int width, int height);
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static void M_DrawSaveLoadBorder (int x,int y, int len);
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static void M_DrawSaveLoadCommon ();
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static void M_DrawInputGrid();
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static void M_SetupNextMenu (oldmenu_t *menudef);
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static void M_StartMessage (const char *string, void(*routine)(int));
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static void M_EndMessage (int key);
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// [RH] For player setup menu.
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void M_PlayerSetup ();
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static void M_PlayerSetupTicker ();
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static void M_PlayerSetupDrawer ();
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static void M_EditPlayerName (int choice);
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static void M_ChangePlayerTeam (int choice);
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static void M_PlayerNameChanged (FSaveGameNode *dummy);
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static void M_PlayerNameNotChanged ();
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static void M_ChangeColorSet (int choice);
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static void M_SlidePlayerRed (int choice);
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static void M_SlidePlayerGreen (int choice);
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static void M_SlidePlayerBlue (int choice);
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static void M_ChangeClass (int choice);
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static void M_ChangeGender (int choice);
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static void M_ChangeSkin (int choice);
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static void M_ChangeAutoAim (int choice);
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static void PickPlayerClass ();
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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EXTERN_CVAR (String, playerclass)
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EXTERN_CVAR (String, name)
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EXTERN_CVAR (Int, team)
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extern bool sendpause;
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extern int flagsvar;
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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EMenuState menuactive;
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menustack_t MenuStack[16];
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int MenuStackDepth;
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int skullAnimCounter; // skull animation counter
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bool drawSkull; // [RH] don't always draw skull
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bool M_DemoNoPlay;
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bool OptionsActive;
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FButtonStatus MenuButtons[NUM_MKEYS];
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int MenuButtonTickers[NUM_MKEYS];
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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static char tempstring[80];
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static char underscore[2];
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static FSaveGameNode *quickSaveSlot; // NULL = no quicksave slot picked!
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static FSaveGameNode *lastSaveSlot; // Used for highlighting the most recently used slot in the menu
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static int messageToPrint; // 1 = message to be printed
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static const char *messageString; // ...and here is the message string!
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static EMenuState messageLastMenuActive;
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static void (*messageRoutine)(int response); // Non-NULL if only Y/N should close message
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static int showSharewareMessage;
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static int messageSelection; // 0 {Yes) or 1 (No) [if messageRoutine is non-NULL]
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static int genStringEnter; // we are going to be entering a savegame string
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static size_t genStringLen; // [RH] Max # of chars that can be entered
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static void (*genStringEnd)(FSaveGameNode *);
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static void (*genStringCancel)();
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static int saveSlot; // which slot to save in
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static size_t saveCharIndex; // which char we're editing
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static int LINEHEIGHT;
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static const int PLAYERSETUP_LINEHEIGHT = 16;
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static char savegamestring[SAVESTRINGSIZE];
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static FString EndString;
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static short itemOn; // menu item skull is on
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static int MenuTime;
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static int InfoType;
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static int InfoTic;
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static oldmenu_t *currentMenu; // current menudef
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static oldmenu_t *TopLevelMenu; // The main menu everything hangs off of
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static FBackdropTexture *FireTexture;
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static FRemapTable FireRemap(256);
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static const char *genders[3] = { "male", "female", "other" };
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static FPlayerClass *PlayerClass;
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static int PlayerSkin;
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static FState *PlayerState;
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static int PlayerTics;
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static int PlayerRotation;
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static TArray<int> PlayerColorSets;
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static FTexture *SavePic;
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static FBrokenLines *SaveComment;
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static List SaveGames;
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static FSaveGameNode *TopSaveGame;
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static FSaveGameNode *SelSaveGame;
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static FSaveGameNode NewSaveNode;
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static int epi; // Selected episode
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static const char *saved_playerclass = NULL;
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// Heretic and Hexen do not, by default, come with glyphs for all of these
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// characters. Oh well. Doom and Strife do.
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static const char InputGridChars[INPUTGRID_WIDTH * INPUTGRID_HEIGHT] =
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"ABCDEFGHIJKLM"
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"NOPQRSTUVWXYZ"
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"0123456789+-="
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".,!?@'\":;[]()"
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"<>^#$%&*/_ \b";
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static int InputGridX = INPUTGRID_WIDTH - 1;
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static int InputGridY = INPUTGRID_HEIGHT - 1;
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static bool InputGridOkay; // Last input was with a controller.
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// PRIVATE MENU DEFINITIONS ------------------------------------------------
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//
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// DOOM MENU
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//
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static oldmenuitem_t MainMenu[]=
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{
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{1,0,'n',"M_NGAME",M_NewGame, CR_UNTRANSLATED},
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{1,0,'l',"M_LOADG",M_LoadGame, CR_UNTRANSLATED},
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{1,0,'s',"M_SAVEG",M_SaveGame, CR_UNTRANSLATED},
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{1,0,'o',"M_OPTION",M_Options, CR_UNTRANSLATED}, // [RH] Moved
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{1,0,'r',"M_RDTHIS",M_ReadThis, CR_UNTRANSLATED}, // Another hickup with Special edition.
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{1,0,'q',"M_QUITG",M_QuitGame, CR_UNTRANSLATED}
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};
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static oldmenu_t MainDef =
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{
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countof(MainMenu),
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MainMenu,
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M_DrawMainMenu,
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97,64,
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0
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};
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//
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// HERETIC MENU
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//
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static oldmenuitem_t HereticMainMenu[] =
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{
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{1,1,'n',"$MNU_NEWGAME",M_NewGame, CR_UNTRANSLATED},
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{1,1,'o',"$MNU_OPTIONS",M_Options, CR_UNTRANSLATED},
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{1,1,'f',"$MNU_GAMEFILES",M_GameFiles, CR_UNTRANSLATED},
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{1,1,'i',"$MNU_INFO",M_ReadThis, CR_UNTRANSLATED},
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{1,1,'q',"$MNU_QUITGAME",M_QuitGame, CR_UNTRANSLATED}
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};
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static oldmenu_t HereticMainDef =
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{
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countof(HereticMainMenu),
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HereticMainMenu,
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M_DrawHereticMainMenu,
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110, 56,
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0
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};
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//
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// HEXEN "NEW GAME" MENU
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//
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static oldmenuitem_t ClassItems[] =
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{
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{ 1,1, 'f', "$MNU_FIGHTER", SCClass, CR_UNTRANSLATED },
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{ 1,1, 'c', "$MNU_CLERIC", SCClass, CR_UNTRANSLATED },
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{ 1,1, 'm', "$MNU_MAGE", SCClass, CR_UNTRANSLATED },
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{ 1,1, 'r', "$MNU_RANDOM", SCClass, CR_UNTRANSLATED } // [RH]
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};
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static oldmenu_t ClassMenu =
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{
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4, ClassItems,
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DrawClassMenu,
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66, 58,
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0
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};
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//
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// [GRB] CLASS SELECT
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//
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oldmenuitem_t ClassMenuItems[8] =
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{
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{1,1,0, NULL, M_ChooseClass, CR_UNTRANSLATED },
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{1,1,0, NULL, M_ChooseClass, CR_UNTRANSLATED },
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{1,1,0, NULL, M_ChooseClass, CR_UNTRANSLATED },
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{1,1,0, NULL, M_ChooseClass, CR_UNTRANSLATED },
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{1,1,0, NULL, M_ChooseClass, CR_UNTRANSLATED },
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{1,1,0, NULL, M_ChooseClass, CR_UNTRANSLATED },
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{1,1,0, NULL, M_ChooseClass, CR_UNTRANSLATED },
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{1,1,0, NULL, M_ChooseClass, CR_UNTRANSLATED },
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};
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oldmenu_t ClassMenuDef =
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{
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0,
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ClassMenuItems,
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M_DrawClassMenu,
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48,63,
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0
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};
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//
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// EPISODE SELECT
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//
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oldmenuitem_t EpisodeMenu[MAX_EPISODES] =
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{
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{1,0,0, NULL, M_Episode, CR_UNTRANSLATED},
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{1,0,0, NULL, M_Episode, CR_UNTRANSLATED},
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{1,0,0, NULL, M_Episode, CR_UNTRANSLATED},
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{1,0,0, NULL, M_Episode, CR_UNTRANSLATED},
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{1,0,0, NULL, M_Episode, CR_UNTRANSLATED},
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{1,0,0, NULL, M_Episode, CR_UNTRANSLATED},
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{1,0,0, NULL, M_Episode, CR_UNTRANSLATED},
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{1,0,0, NULL, M_Episode, CR_UNTRANSLATED},
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};
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char EpisodeMaps[MAX_EPISODES][9];
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bool EpisodeNoSkill[MAX_EPISODES];
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oldmenu_t EpiDef =
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{
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0,
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EpisodeMenu, // oldmenuitem_t ->
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M_DrawEpisode, // drawing routine ->
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48,63, // x,y
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0 // lastOn
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};
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//
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// GAME FILES
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//
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static oldmenuitem_t FilesItems[] =
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{
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{1,1,'l',"$MNU_LOADGAME",M_LoadGame, CR_UNTRANSLATED},
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{1,1,'s',"$MNU_SAVEGAME",M_SaveGame, CR_UNTRANSLATED}
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};
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static oldmenu_t FilesMenu =
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{
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countof(FilesItems),
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FilesItems,
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M_DrawFiles,
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110,60,
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0
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};
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//
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// DOOM SKILL SELECT
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//
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static oldmenuitem_t SkillSelectMenu[]={
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{ 1, 0, 0, "", M_ChooseSkill, CR_UNTRANSLATED},
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{ 1, 0, 0, "", M_ChooseSkill, CR_UNTRANSLATED},
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{ 1, 0, 0, "", M_ChooseSkill, CR_UNTRANSLATED},
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{ 1, 0, 0, "", M_ChooseSkill, CR_UNTRANSLATED},
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{ 1, 0, 0, "", M_ChooseSkill, CR_UNTRANSLATED},
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{ 1, 0, 0, "", M_ChooseSkill, CR_UNTRANSLATED},
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{ 1, 0, 0, "", M_ChooseSkill, CR_UNTRANSLATED},
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{ 1, 0, 0, "", M_ChooseSkill, CR_UNTRANSLATED},
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};
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static oldmenu_t SkillDef =
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{
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0,
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SkillSelectMenu, // oldmenuitem_t ->
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M_DrawNewGame, // drawing routine ->
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48,63, // x,y
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-1 // lastOn
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};
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static oldmenu_t HexenSkillMenu =
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{
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0,
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SkillSelectMenu,
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DrawHexenSkillMenu,
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120, 44,
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-1
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};
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void M_StartupSkillMenu(const char *playerclass)
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{
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if (gameinfo.gametype & GAME_Raven)
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{
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SkillDef.x = 38;
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SkillDef.y = 30;
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if (gameinfo.gametype == GAME_Hexen)
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{
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HexenSkillMenu.x = 38;
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if (playerclass != NULL)
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{
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if (!stricmp(playerclass, "fighter")) HexenSkillMenu.x = 120;
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else if (!stricmp(playerclass, "cleric")) HexenSkillMenu.x = 116;
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else if (!stricmp(playerclass, "mage")) HexenSkillMenu.x = 112;
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}
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}
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}
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SkillDef.numitems = HexenSkillMenu.numitems = 0;
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for(unsigned int i = 0; i < AllSkills.Size() && i < 8; i++)
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{
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FSkillInfo &skill = AllSkills[i];
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if (skill.PicName.Len() != 0)
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{
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SkillSelectMenu[i].name = skill.PicName;
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SkillSelectMenu[i].fulltext = false;
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}
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else
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{
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SkillSelectMenu[i].name = skill.MenuName;
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SkillSelectMenu[i].fulltext = true;
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}
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SkillSelectMenu[i].textcolor = skill.GetTextColor();
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SkillSelectMenu[i].alphaKey = skill.Shortcut;
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if (playerclass != NULL)
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{
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FString * pmnm = skill.MenuNamesForPlayerClass.CheckKey(playerclass);
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if (pmnm != NULL)
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{
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SkillSelectMenu[i].name = GStrings(*pmnm);
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SkillSelectMenu[i].fulltext = true;
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if (skill.Shortcut == 0)
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SkillSelectMenu[i].alphaKey = tolower(SkillSelectMenu[i].name[0]);
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}
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}
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SkillDef.numitems++;
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|
HexenSkillMenu.numitems++;
|
|
}
|
|
int defskill = DefaultSkill;
|
|
if ((unsigned int)defskill >= AllSkills.Size())
|
|
{
|
|
defskill = (AllSkills.Size() - 1) / 2;
|
|
}
|
|
// The default skill is only set the first time the menu is opened.
|
|
// After that, it opens on whichever skill you last selected.
|
|
if (SkillDef.lastOn < 0)
|
|
{
|
|
SkillDef.lastOn = defskill;
|
|
}
|
|
if (HexenSkillMenu.lastOn < 0)
|
|
{
|
|
HexenSkillMenu.lastOn = defskill;
|
|
}
|
|
// Hexen needs some manual coordinate adjustments based on player class
|
|
if (gameinfo.gametype == GAME_Hexen)
|
|
{
|
|
M_SetupNextMenu(&HexenSkillMenu);
|
|
}
|
|
else
|
|
{
|
|
M_SetupNextMenu(&SkillDef);
|
|
}
|
|
|
|
}
|
|
|
|
//
|
|
// [RH] Player Setup Menu
|
|
//
|
|
static oldmenuitem_t PlayerSetupMenu[] =
|
|
{
|
|
{ 1,0,'n',NULL,M_EditPlayerName, CR_UNTRANSLATED},
|
|
{ 2,0,'t',NULL,M_ChangePlayerTeam, CR_UNTRANSLATED},
|
|
{ 2,0,'c',NULL,M_ChangeColorSet, CR_UNTRANSLATED},
|
|
{ 2,0,'r',NULL,M_SlidePlayerRed, CR_UNTRANSLATED},
|
|
{ 2,0,'g',NULL,M_SlidePlayerGreen, CR_UNTRANSLATED},
|
|
{ 2,0,'b',NULL,M_SlidePlayerBlue, CR_UNTRANSLATED},
|
|
{ 2,0,'t',NULL,M_ChangeClass, CR_UNTRANSLATED},
|
|
{ 2,0,'s',NULL,M_ChangeSkin, CR_UNTRANSLATED},
|
|
{ 2,0,'e',NULL,M_ChangeGender, CR_UNTRANSLATED},
|
|
{ 2,0,'a',NULL,M_ChangeAutoAim, CR_UNTRANSLATED}
|
|
};
|
|
|
|
enum
|
|
{
|
|
// These must be changed if the menu definition is altered
|
|
PSM_RED = 3,
|
|
PSM_GREEN = 4,
|
|
PSM_BLUE = 5,
|
|
};
|
|
|
|
static oldmenu_t PSetupDef =
|
|
{
|
|
countof(PlayerSetupMenu),
|
|
PlayerSetupMenu,
|
|
M_PlayerSetupDrawer,
|
|
48, 47,
|
|
0
|
|
};
|
|
|
|
//
|
|
// Read This! MENU 1 & 2
|
|
//
|
|
static oldmenuitem_t ReadMenu[] =
|
|
{
|
|
{1,0,0,NULL,M_ReadThisMore}
|
|
};
|
|
|
|
static oldmenu_t ReadDef =
|
|
{
|
|
1,
|
|
ReadMenu,
|
|
M_DrawReadThis,
|
|
280,185,
|
|
0
|
|
};
|
|
|
|
//
|
|
// LOAD GAME MENU
|
|
//
|
|
static oldmenuitem_t LoadMenu[]=
|
|
{
|
|
{1,0,'1',NULL, NULL, CR_UNTRANSLATED},
|
|
{1,0,'2',NULL, NULL, CR_UNTRANSLATED},
|
|
{1,0,'3',NULL, NULL, CR_UNTRANSLATED},
|
|
{1,0,'4',NULL, NULL, CR_UNTRANSLATED},
|
|
{1,0,'5',NULL, NULL, CR_UNTRANSLATED},
|
|
{1,0,'6',NULL, NULL, CR_UNTRANSLATED},
|
|
{1,0,'7',NULL, NULL, CR_UNTRANSLATED},
|
|
{1,0,'8',NULL, NULL, CR_UNTRANSLATED},
|
|
};
|
|
|
|
static oldmenu_t LoadDef =
|
|
{
|
|
countof(LoadMenu),
|
|
LoadMenu,
|
|
M_DrawLoad,
|
|
80,54,
|
|
0
|
|
};
|
|
|
|
//
|
|
// SAVE GAME MENU
|
|
//
|
|
static oldmenuitem_t SaveMenu[] =
|
|
{
|
|
{1,0,'1',NULL, NULL, CR_UNTRANSLATED},
|
|
{1,0,'2',NULL, NULL, CR_UNTRANSLATED},
|
|
{1,0,'3',NULL, NULL, CR_UNTRANSLATED},
|
|
{1,0,'4',NULL, NULL, CR_UNTRANSLATED},
|
|
{1,0,'5',NULL, NULL, CR_UNTRANSLATED},
|
|
{1,0,'6',NULL, NULL, CR_UNTRANSLATED},
|
|
{1,0,'7',NULL, NULL, CR_UNTRANSLATED},
|
|
{1,0,'8',NULL, NULL, CR_UNTRANSLATED},
|
|
};
|
|
|
|
static oldmenu_t SaveDef =
|
|
{
|
|
countof(LoadMenu),
|
|
SaveMenu,
|
|
M_DrawSave,
|
|
80,54,
|
|
0
|
|
};
|
|
|
|
// CODE --------------------------------------------------------------------
|
|
|
|
// [RH] Most menus can now be accessed directly
|
|
// through console commands.
|
|
CCMD (menu_main)
|
|
{
|
|
M_StartControlPanel (true, true);
|
|
}
|
|
|
|
CCMD (menu_load)
|
|
{ // F3
|
|
M_StartControlPanel (true);
|
|
M_LoadGame (0);
|
|
}
|
|
|
|
CCMD (menu_save)
|
|
{ // F2
|
|
M_StartControlPanel (true);
|
|
M_SaveGame (0);
|
|
}
|
|
|
|
CCMD (menu_help)
|
|
{ // F1
|
|
M_StartControlPanel (true);
|
|
M_ReadThis (0);
|
|
}
|
|
|
|
CCMD (quicksave)
|
|
{ // F6
|
|
//M_StartControlPanel (true);
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "menu/activate", 1, ATTN_NONE);
|
|
M_QuickSave();
|
|
}
|
|
|
|
CCMD (quickload)
|
|
{ // F9
|
|
//M_StartControlPanel (true);
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "menu/activate", 1, ATTN_NONE);
|
|
M_QuickLoad();
|
|
}
|
|
|
|
CCMD (menu_endgame)
|
|
{ // F7
|
|
//M_StartControlPanel (true);
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "menu/activate", 1, ATTN_NONE);
|
|
M_EndGame(0);
|
|
}
|
|
|
|
CCMD (menu_quit)
|
|
{ // F10
|
|
//M_StartControlPanel (true);
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "menu/activate", 1, ATTN_NONE);
|
|
M_QuitGame(0);
|
|
}
|
|
|
|
CCMD (menu_game)
|
|
{
|
|
M_StartControlPanel (true);
|
|
M_NewGame(0);
|
|
}
|
|
|
|
CCMD (menu_options)
|
|
{
|
|
M_StartControlPanel (true);
|
|
M_Options(0);
|
|
}
|
|
|
|
CCMD (menu_player)
|
|
{
|
|
M_StartControlPanel (true);
|
|
M_PlayerSetup ();
|
|
}
|
|
|
|
CCMD (bumpgamma)
|
|
{
|
|
// [RH] Gamma correction tables are now generated
|
|
// on the fly for *any* gamma level.
|
|
// Q: What are reasonable limits to use here?
|
|
|
|
float newgamma = Gamma + 0.1f;
|
|
|
|
if (newgamma > 3.0)
|
|
newgamma = 1.0;
|
|
|
|
Gamma = newgamma;
|
|
Printf ("Gamma correction level %g\n", *Gamma);
|
|
}
|
|
|
|
void M_ActivateMenuInput ()
|
|
{
|
|
ResetButtonStates ();
|
|
menuactive = MENU_On;
|
|
// Pause sound effects before we play the menu switch sound.
|
|
// That way, it won't be paused.
|
|
P_CheckTickerPaused ();
|
|
}
|
|
|
|
void M_DeactivateMenuInput ()
|
|
{
|
|
menuactive = MENU_Off;
|
|
}
|
|
|
|
void M_DrawFiles ()
|
|
{
|
|
}
|
|
|
|
void M_GameFiles (int choice)
|
|
{
|
|
M_SetupNextMenu (&FilesMenu);
|
|
}
|
|
|
|
//
|
|
// M_ReadSaveStrings
|
|
//
|
|
// Find savegames and read their titles
|
|
//
|
|
static void M_ReadSaveStrings ()
|
|
{
|
|
if (SaveGames.IsEmpty ())
|
|
{
|
|
void *filefirst;
|
|
findstate_t c_file;
|
|
FString filter;
|
|
|
|
atterm (M_UnloadSaveStrings);
|
|
|
|
filter = G_BuildSaveName ("*.zds", -1);
|
|
filefirst = I_FindFirst (filter.GetChars(), &c_file);
|
|
if (filefirst != ((void *)(-1)))
|
|
{
|
|
do
|
|
{
|
|
// I_FindName only returns the file's name and not its full path
|
|
FString filepath = G_BuildSaveName (I_FindName(&c_file), -1);
|
|
FILE *file = fopen (filepath, "rb");
|
|
|
|
if (file != NULL)
|
|
{
|
|
PNGHandle *png;
|
|
char sig[16];
|
|
char title[SAVESTRINGSIZE+1];
|
|
bool oldVer = true;
|
|
bool addIt = false;
|
|
bool missing = false;
|
|
|
|
// ZDoom 1.23 betas 21-33 have the savesig first.
|
|
// Earlier versions have the savesig second.
|
|
// Later versions have the savegame encapsulated inside a PNG.
|
|
//
|
|
// Old savegame versions are always added to the menu so
|
|
// the user can easily delete them if desired.
|
|
|
|
title[SAVESTRINGSIZE] = 0;
|
|
|
|
if (NULL != (png = M_VerifyPNG (file)))
|
|
{
|
|
char *ver = M_GetPNGText (png, "ZDoom Save Version");
|
|
char *engine = M_GetPNGText (png, "Engine");
|
|
if (ver != NULL)
|
|
{
|
|
if (!M_GetPNGText (png, "Title", title, SAVESTRINGSIZE))
|
|
{
|
|
strncpy (title, I_FindName(&c_file), SAVESTRINGSIZE);
|
|
}
|
|
if (strncmp (ver, SAVESIG, 9) == 0 &&
|
|
atoi (ver+9) >= MINSAVEVER &&
|
|
engine != NULL)
|
|
{
|
|
// Was saved with a compatible ZDoom version,
|
|
// so check if it's for the current game.
|
|
// If it is, add it. Otherwise, ignore it.
|
|
char *iwad = M_GetPNGText (png, "Game WAD");
|
|
if (iwad != NULL)
|
|
{
|
|
if (stricmp (iwad, Wads.GetWadName (FWadCollection::IWAD_FILENUM)) == 0)
|
|
{
|
|
addIt = true;
|
|
oldVer = false;
|
|
missing = !G_CheckSaveGameWads (png, false);
|
|
}
|
|
delete[] iwad;
|
|
}
|
|
}
|
|
else
|
|
{ // An old version
|
|
addIt = true;
|
|
}
|
|
delete[] ver;
|
|
}
|
|
if (engine != NULL)
|
|
{
|
|
delete[] engine;
|
|
}
|
|
delete png;
|
|
}
|
|
else
|
|
{
|
|
fseek (file, 0, SEEK_SET);
|
|
if (fread (sig, 1, 16, file) == 16)
|
|
{
|
|
|
|
if (strncmp (sig, "ZDOOMSAVE", 9) == 0)
|
|
{
|
|
if (fread (title, 1, SAVESTRINGSIZE, file) == SAVESTRINGSIZE)
|
|
{
|
|
addIt = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
memcpy (title, sig, 16);
|
|
if (fread (title + 16, 1, SAVESTRINGSIZE-16, file) == SAVESTRINGSIZE-16 &&
|
|
fread (sig, 1, 16, file) == 16 &&
|
|
strncmp (sig, "ZDOOMSAVE", 9) == 0)
|
|
{
|
|
addIt = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (addIt)
|
|
{
|
|
FSaveGameNode *node = new FSaveGameNode;
|
|
node->Filename = filepath;
|
|
node->bOldVersion = oldVer;
|
|
node->bMissingWads = missing;
|
|
memcpy (node->Title, title, SAVESTRINGSIZE);
|
|
M_InsertSaveNode (node);
|
|
}
|
|
fclose (file);
|
|
}
|
|
} while (I_FindNext (filefirst, &c_file) == 0);
|
|
I_FindClose (filefirst);
|
|
}
|
|
}
|
|
if (SelSaveGame == NULL || SelSaveGame->Succ == NULL)
|
|
{
|
|
SelSaveGame = static_cast<FSaveGameNode *>(SaveGames.Head);
|
|
}
|
|
}
|
|
|
|
static void M_UnloadSaveStrings()
|
|
{
|
|
M_UnloadSaveData();
|
|
while (!SaveGames.IsEmpty())
|
|
{
|
|
M_RemoveSaveSlot (static_cast<FSaveGameNode *>(SaveGames.Head));
|
|
}
|
|
}
|
|
|
|
static FSaveGameNode *M_RemoveSaveSlot (FSaveGameNode *file)
|
|
{
|
|
FSaveGameNode *next = static_cast<FSaveGameNode *>(file->Succ);
|
|
|
|
if (file == TopSaveGame)
|
|
{
|
|
TopSaveGame = next;
|
|
}
|
|
if (quickSaveSlot == file)
|
|
{
|
|
quickSaveSlot = NULL;
|
|
}
|
|
if (lastSaveSlot == file)
|
|
{
|
|
lastSaveSlot = NULL;
|
|
}
|
|
file->Remove ();
|
|
delete file;
|
|
return next;
|
|
}
|
|
|
|
void M_InsertSaveNode (FSaveGameNode *node)
|
|
{
|
|
FSaveGameNode *probe;
|
|
|
|
if (SaveGames.IsEmpty ())
|
|
{
|
|
SaveGames.AddHead (node);
|
|
return;
|
|
}
|
|
|
|
if (node->bOldVersion)
|
|
{ // Add node at bottom of list
|
|
probe = static_cast<FSaveGameNode *>(SaveGames.TailPred);
|
|
while (probe->Pred != NULL && probe->bOldVersion &&
|
|
stricmp (node->Title, probe->Title) < 0)
|
|
{
|
|
probe = static_cast<FSaveGameNode *>(probe->Pred);
|
|
}
|
|
node->Insert (probe);
|
|
}
|
|
else
|
|
{ // Add node at top of list
|
|
probe = static_cast<FSaveGameNode *>(SaveGames.Head);
|
|
while (probe->Succ != NULL && !probe->bOldVersion &&
|
|
stricmp (node->Title, probe->Title) > 0)
|
|
{
|
|
probe = static_cast<FSaveGameNode *>(probe->Succ);
|
|
}
|
|
node->InsertBefore (probe);
|
|
}
|
|
}
|
|
|
|
void M_NotifyNewSave (const char *file, const char *title, bool okForQuicksave)
|
|
{
|
|
FSaveGameNode *node;
|
|
|
|
if (file == NULL)
|
|
return;
|
|
|
|
M_ReadSaveStrings ();
|
|
|
|
// See if the file is already in our list
|
|
for (node = static_cast<FSaveGameNode *>(SaveGames.Head);
|
|
node->Succ != NULL;
|
|
node = static_cast<FSaveGameNode *>(node->Succ))
|
|
{
|
|
#ifdef unix
|
|
if (node->Filename.Compare (file) == 0)
|
|
#else
|
|
if (node->Filename.CompareNoCase (file) == 0)
|
|
#endif
|
|
{
|
|
strcpy (node->Title, title);
|
|
node->bOldVersion = false;
|
|
node->bMissingWads = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (node->Succ == NULL)
|
|
{
|
|
node = new FSaveGameNode;
|
|
strcpy (node->Title, title);
|
|
node->Filename = file;
|
|
node->bOldVersion = false;
|
|
node->bMissingWads = false;
|
|
M_InsertSaveNode (node);
|
|
SelSaveGame = node;
|
|
}
|
|
|
|
if (okForQuicksave)
|
|
{
|
|
if (quickSaveSlot == NULL) quickSaveSlot = node;
|
|
lastSaveSlot = node;
|
|
}
|
|
}
|
|
|
|
//
|
|
// M_LoadGame & Cie.
|
|
//
|
|
void M_DrawLoad (void)
|
|
{
|
|
if (gameinfo.gametype & (GAME_DoomStrifeChex))
|
|
{
|
|
FTexture *title = TexMan["M_LOADG"];
|
|
screen->DrawTexture (title,
|
|
(SCREENWIDTH - title->GetScaledWidth()*CleanXfac)/2, 20*CleanYfac,
|
|
DTA_CleanNoMove, true, TAG_DONE);
|
|
}
|
|
else
|
|
{
|
|
const char *loadgame = GStrings("MNU_LOADGAME");
|
|
screen->DrawText (BigFont, CR_UNTRANSLATED,
|
|
(SCREENWIDTH - BigFont->StringWidth (loadgame)*CleanXfac)/2, 10*CleanYfac,
|
|
loadgame, DTA_CleanNoMove, true, TAG_DONE);
|
|
}
|
|
M_DrawSaveLoadCommon ();
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// Draw border for the savegame description
|
|
// [RH] Width of the border is variable
|
|
//
|
|
void M_DrawSaveLoadBorder (int x, int y, int len)
|
|
{
|
|
if (gameinfo.gametype & (GAME_DoomStrifeChex))
|
|
{
|
|
int i;
|
|
|
|
screen->DrawTexture (TexMan["M_LSLEFT"], x-8, y+7, DTA_Clean, true, TAG_DONE);
|
|
|
|
for (i = 0; i < len; i++)
|
|
{
|
|
screen->DrawTexture (TexMan["M_LSCNTR"], x, y+7, DTA_Clean, true, TAG_DONE);
|
|
x += 8;
|
|
}
|
|
|
|
screen->DrawTexture (TexMan["M_LSRGHT"], x, y+7, DTA_Clean, true, TAG_DONE);
|
|
}
|
|
else
|
|
{
|
|
screen->DrawTexture (TexMan["M_FSLOT"], x, y+1, DTA_Clean, true, TAG_DONE);
|
|
}
|
|
}
|
|
|
|
static void M_ExtractSaveData (const FSaveGameNode *node)
|
|
{
|
|
FILE *file;
|
|
PNGHandle *png;
|
|
|
|
M_UnloadSaveData ();
|
|
|
|
if (node != NULL &&
|
|
node->Succ != NULL &&
|
|
!node->Filename.IsEmpty() &&
|
|
!node->bOldVersion &&
|
|
(file = fopen (node->Filename.GetChars(), "rb")) != NULL)
|
|
{
|
|
if (NULL != (png = M_VerifyPNG (file)))
|
|
{
|
|
char *time, *pcomment, *comment;
|
|
size_t commentlen, totallen, timelen;
|
|
|
|
// Extract comment
|
|
time = M_GetPNGText (png, "Creation Time");
|
|
pcomment = M_GetPNGText (png, "Comment");
|
|
if (pcomment != NULL)
|
|
{
|
|
commentlen = strlen (pcomment);
|
|
}
|
|
else
|
|
{
|
|
commentlen = 0;
|
|
}
|
|
if (time != NULL)
|
|
{
|
|
timelen = strlen (time);
|
|
totallen = timelen + commentlen + 3;
|
|
}
|
|
else
|
|
{
|
|
timelen = 0;
|
|
totallen = commentlen + 1;
|
|
}
|
|
if (totallen != 0)
|
|
{
|
|
comment = new char[totallen];
|
|
|
|
if (timelen)
|
|
{
|
|
memcpy (comment, time, timelen);
|
|
comment[timelen] = '\n';
|
|
comment[timelen+1] = '\n';
|
|
timelen += 2;
|
|
}
|
|
if (commentlen)
|
|
{
|
|
memcpy (comment + timelen, pcomment, commentlen);
|
|
}
|
|
comment[timelen+commentlen] = 0;
|
|
SaveComment = V_BreakLines (SmallFont, 216*screen->GetWidth()/640/CleanXfac, comment);
|
|
delete[] comment;
|
|
delete[] time;
|
|
delete[] pcomment;
|
|
}
|
|
|
|
// Extract pic
|
|
SavePic = PNGTexture_CreateFromFile(png, node->Filename);
|
|
|
|
delete png;
|
|
}
|
|
fclose (file);
|
|
}
|
|
}
|
|
|
|
static void M_UnloadSaveData ()
|
|
{
|
|
if (SavePic != NULL)
|
|
{
|
|
delete SavePic;
|
|
}
|
|
if (SaveComment != NULL)
|
|
{
|
|
V_FreeBrokenLines (SaveComment);
|
|
}
|
|
|
|
SavePic = NULL;
|
|
SaveComment = NULL;
|
|
}
|
|
|
|
static void M_DrawSaveLoadCommon ()
|
|
{
|
|
const int savepicLeft = 10;
|
|
const int savepicTop = 54*CleanYfac;
|
|
const int savepicWidth = 216*screen->GetWidth()/640;
|
|
const int savepicHeight = 135*screen->GetHeight()/400;
|
|
|
|
const int rowHeight = (SmallFont->GetHeight() + 1) * CleanYfac;
|
|
const int listboxLeft = savepicLeft + savepicWidth + 14;
|
|
const int listboxTop = savepicTop;
|
|
const int listboxWidth = screen->GetWidth() - listboxLeft - 10;
|
|
const int listboxHeight1 = screen->GetHeight() - listboxTop - 10;
|
|
const int listboxRows = (listboxHeight1 - 1) / rowHeight;
|
|
const int listboxHeight = listboxRows * rowHeight + 1;
|
|
const int listboxRight = listboxLeft + listboxWidth;
|
|
const int listboxBottom = listboxTop + listboxHeight;
|
|
|
|
const int commentLeft = savepicLeft;
|
|
const int commentTop = savepicTop + savepicHeight + 16;
|
|
const int commentWidth = savepicWidth;
|
|
const int commentHeight = (51+(screen->GetHeight()>200?10:0))*CleanYfac;
|
|
const int commentRight = commentLeft + commentWidth;
|
|
const int commentBottom = commentTop + commentHeight;
|
|
|
|
FSaveGameNode *node;
|
|
int i;
|
|
bool didSeeSelected = false;
|
|
|
|
// Draw picture area
|
|
if (gameaction == ga_loadgame || gameaction == ga_savegame)
|
|
{
|
|
return;
|
|
}
|
|
|
|
M_DrawFrame (savepicLeft, savepicTop, savepicWidth, savepicHeight);
|
|
if (SavePic != NULL)
|
|
{
|
|
screen->DrawTexture(SavePic, savepicLeft, savepicTop,
|
|
DTA_DestWidth, savepicWidth,
|
|
DTA_DestHeight, savepicHeight,
|
|
DTA_Masked, false,
|
|
TAG_DONE);
|
|
}
|
|
else
|
|
{
|
|
screen->Clear (savepicLeft, savepicTop,
|
|
savepicLeft+savepicWidth, savepicTop+savepicHeight, 0, 0);
|
|
|
|
if (!SaveGames.IsEmpty ())
|
|
{
|
|
const char *text =
|
|
(SelSaveGame == NULL || !SelSaveGame->bOldVersion)
|
|
? GStrings("MNU_NOPICTURE") : GStrings("MNU_DIFFVERSION");
|
|
const int textlen = SmallFont->StringWidth (text)*CleanXfac;
|
|
|
|
screen->DrawText (SmallFont, CR_GOLD, savepicLeft+(savepicWidth-textlen)/2,
|
|
savepicTop+(savepicHeight-rowHeight)/2, text,
|
|
DTA_CleanNoMove, true, TAG_DONE);
|
|
}
|
|
}
|
|
|
|
// Draw comment area
|
|
M_DrawFrame (commentLeft, commentTop, commentWidth, commentHeight);
|
|
screen->Clear (commentLeft, commentTop, commentRight, commentBottom, 0, 0);
|
|
if (SaveComment != NULL)
|
|
{
|
|
// I'm not sure why SaveComment would go NULL in this loop, but I got
|
|
// a crash report where it was NULL when i reached 1, so now I check
|
|
// for that.
|
|
for (i = 0; SaveComment != NULL && SaveComment[i].Width >= 0 && i < 6; ++i)
|
|
{
|
|
screen->DrawText (SmallFont, CR_GOLD, commentLeft, commentTop
|
|
+ SmallFont->GetHeight()*i*CleanYfac, SaveComment[i].Text,
|
|
DTA_CleanNoMove, true, TAG_DONE);
|
|
}
|
|
}
|
|
|
|
// Draw file area
|
|
do
|
|
{
|
|
M_DrawFrame (listboxLeft, listboxTop, listboxWidth, listboxHeight);
|
|
screen->Clear (listboxLeft, listboxTop, listboxRight, listboxBottom, 0, 0);
|
|
|
|
if (SaveGames.IsEmpty ())
|
|
{
|
|
const char * text = GStrings("MNU_NOFILES");
|
|
const int textlen = SmallFont->StringWidth (text)*CleanXfac;
|
|
|
|
screen->DrawText (SmallFont, CR_GOLD, listboxLeft+(listboxWidth-textlen)/2,
|
|
listboxTop+(listboxHeight-rowHeight)/2, text,
|
|
DTA_CleanNoMove, true, TAG_DONE);
|
|
return;
|
|
}
|
|
|
|
for (i = 0, node = TopSaveGame;
|
|
i < listboxRows && node->Succ != NULL;
|
|
++i, node = static_cast<FSaveGameNode *>(node->Succ))
|
|
{
|
|
int color;
|
|
if (node->bOldVersion)
|
|
{
|
|
color = CR_BLUE;
|
|
}
|
|
else if (node->bMissingWads)
|
|
{
|
|
color = CR_ORANGE;
|
|
}
|
|
else if (node == SelSaveGame)
|
|
{
|
|
color = CR_WHITE;
|
|
}
|
|
else
|
|
{
|
|
color = CR_TAN;
|
|
}
|
|
if (node == SelSaveGame)
|
|
{
|
|
screen->Clear (listboxLeft, listboxTop+rowHeight*i,
|
|
listboxRight, listboxTop+rowHeight*(i+1), -1,
|
|
genStringEnter ? MAKEARGB(255,255,0,0) : MAKEARGB(255,0,0,255));
|
|
didSeeSelected = true;
|
|
if (!genStringEnter)
|
|
{
|
|
screen->DrawText (SmallFont, color,
|
|
listboxLeft+1, listboxTop+rowHeight*i+CleanYfac, node->Title,
|
|
DTA_CleanNoMove, true, TAG_DONE);
|
|
}
|
|
else
|
|
{
|
|
screen->DrawText (SmallFont, CR_WHITE,
|
|
listboxLeft+1, listboxTop+rowHeight*i+CleanYfac, savegamestring,
|
|
DTA_CleanNoMove, true, TAG_DONE);
|
|
screen->DrawText (SmallFont, CR_WHITE,
|
|
listboxLeft+1+SmallFont->StringWidth (savegamestring)*CleanXfac,
|
|
listboxTop+rowHeight*i+CleanYfac, underscore,
|
|
DTA_CleanNoMove, true, TAG_DONE);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
screen->DrawText (SmallFont, color,
|
|
listboxLeft+1, listboxTop+rowHeight*i+CleanYfac, node->Title,
|
|
DTA_CleanNoMove, true, TAG_DONE);
|
|
}
|
|
}
|
|
|
|
// This is dumb: If the selected node was not visible,
|
|
// scroll down and redraw. M_SaveLoadResponder()
|
|
// guarantees that if the node is not visible, it will
|
|
// always be below the visible list instead of above it.
|
|
// This should not really be done here, but I don't care.
|
|
|
|
if (!didSeeSelected)
|
|
{
|
|
for (i = 1; node->Succ != NULL && node != SelSaveGame; ++i)
|
|
{
|
|
node = static_cast<FSaveGameNode *>(node->Succ);
|
|
}
|
|
if (node->Succ == NULL)
|
|
{ // SelSaveGame is invalid
|
|
didSeeSelected = true;
|
|
}
|
|
else
|
|
{
|
|
do
|
|
{
|
|
TopSaveGame = static_cast<FSaveGameNode *>(TopSaveGame->Succ);
|
|
} while (--i);
|
|
}
|
|
}
|
|
} while (!didSeeSelected);
|
|
}
|
|
|
|
// Draw a frame around the specified area using the view border
|
|
// frame graphics. The border is drawn outside the area, not in it.
|
|
void M_DrawFrame (int left, int top, int width, int height)
|
|
{
|
|
FTexture *p;
|
|
const gameborder_t *border = gameinfo.border;
|
|
// Sanity check for incomplete gameinfo
|
|
if (border == NULL)
|
|
return;
|
|
int offset = border->offset;
|
|
int right = left + width;
|
|
int bottom = top + height;
|
|
|
|
// Draw top and bottom sides.
|
|
p = TexMan[border->t];
|
|
screen->FlatFill(left, top - p->GetHeight(), right, top, p, true);
|
|
p = TexMan[border->b];
|
|
screen->FlatFill(left, bottom, right, bottom + p->GetHeight(), p, true);
|
|
|
|
// Draw left and right sides.
|
|
p = TexMan[border->l];
|
|
screen->FlatFill(left - p->GetWidth(), top, left, bottom, p, true);
|
|
p = TexMan[border->r];
|
|
screen->FlatFill(right, top, right + p->GetWidth(), bottom, p, true);
|
|
|
|
// Draw beveled corners.
|
|
screen->DrawTexture (TexMan[border->tl], left-offset, top-offset, TAG_DONE);
|
|
screen->DrawTexture (TexMan[border->tr], left+width, top-offset, TAG_DONE);
|
|
screen->DrawTexture (TexMan[border->bl], left-offset, top+height, TAG_DONE);
|
|
screen->DrawTexture (TexMan[border->br], left+width, top+height, TAG_DONE);
|
|
}
|
|
|
|
//
|
|
// Selected from DOOM menu
|
|
//
|
|
void M_LoadGame (int choice)
|
|
{
|
|
if (netgame)
|
|
{
|
|
if(gameinfo.gametype == GAME_Chex)
|
|
M_StartMessage (GStrings("CLOADNET"), NULL);
|
|
else
|
|
M_StartMessage (GStrings("LOADNET"), NULL);
|
|
return;
|
|
}
|
|
|
|
M_SetupNextMenu (&LoadDef);
|
|
drawSkull = false;
|
|
M_ReadSaveStrings ();
|
|
TopSaveGame = static_cast<FSaveGameNode *>(SaveGames.Head);
|
|
M_ExtractSaveData (SelSaveGame);
|
|
}
|
|
|
|
|
|
//
|
|
// M_SaveGame & Cie.
|
|
//
|
|
void M_DrawSave()
|
|
{
|
|
if (gameinfo.gametype & (GAME_DoomStrifeChex))
|
|
{
|
|
FTexture *title = TexMan["M_SAVEG"];
|
|
screen->DrawTexture (title,
|
|
(SCREENWIDTH-title->GetScaledWidth()*CleanXfac)/2, 20*CleanYfac,
|
|
DTA_CleanNoMove, true, TAG_DONE);
|
|
}
|
|
else
|
|
{
|
|
const char *text = GStrings("MNU_SAVEGAME");
|
|
screen->DrawText (BigFont, CR_UNTRANSLATED,
|
|
(SCREENWIDTH - BigFont->StringWidth (text)*CleanXfac)/2, 10*CleanYfac,
|
|
text, DTA_CleanNoMove, true, TAG_DONE);
|
|
}
|
|
M_DrawSaveLoadCommon ();
|
|
}
|
|
|
|
//
|
|
// M_Responder calls this when the user is finished
|
|
//
|
|
void M_DoSave (FSaveGameNode *node)
|
|
{
|
|
if (node != &NewSaveNode)
|
|
{
|
|
G_SaveGame (node->Filename.GetChars(), savegamestring);
|
|
}
|
|
else
|
|
{
|
|
// Find an unused filename and save as that
|
|
FString filename;
|
|
int i;
|
|
FILE *test;
|
|
|
|
for (i = 0;; ++i)
|
|
{
|
|
filename = G_BuildSaveName ("save", i);
|
|
test = fopen (filename, "rb");
|
|
if (test == NULL)
|
|
{
|
|
break;
|
|
}
|
|
fclose (test);
|
|
}
|
|
G_SaveGame (filename, savegamestring);
|
|
}
|
|
M_ClearMenus ();
|
|
BorderNeedRefresh = screen->GetPageCount ();
|
|
}
|
|
|
|
//
|
|
// Selected from DOOM menu
|
|
//
|
|
void M_SaveGame (int choice)
|
|
{
|
|
if (!usergame || (players[consoleplayer].health <= 0 && !multiplayer))
|
|
{
|
|
M_StartMessage (GStrings("SAVEDEAD"), NULL);
|
|
return;
|
|
}
|
|
|
|
if (gamestate != GS_LEVEL)
|
|
return;
|
|
|
|
M_SetupNextMenu(&SaveDef);
|
|
drawSkull = false;
|
|
|
|
M_ReadSaveStrings();
|
|
SaveGames.AddHead (&NewSaveNode);
|
|
TopSaveGame = static_cast<FSaveGameNode *>(SaveGames.Head);
|
|
if (lastSaveSlot == NULL)
|
|
{
|
|
SelSaveGame = &NewSaveNode;
|
|
}
|
|
else
|
|
{
|
|
SelSaveGame = lastSaveSlot;
|
|
}
|
|
M_ExtractSaveData (SelSaveGame);
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// M_QuickSave
|
|
//
|
|
void M_QuickSaveResponse (int ch)
|
|
{
|
|
if (ch == 'y')
|
|
{
|
|
M_DoSave (quickSaveSlot);
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "menu/dismiss", 1, ATTN_NONE);
|
|
}
|
|
}
|
|
|
|
void M_QuickSave ()
|
|
{
|
|
if (!usergame || (players[consoleplayer].health <= 0 && !multiplayer))
|
|
{
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "menu/invalid", 1, ATTN_NONE);
|
|
return;
|
|
}
|
|
|
|
if (gamestate != GS_LEVEL)
|
|
return;
|
|
|
|
if (quickSaveSlot == NULL)
|
|
{
|
|
M_StartControlPanel(false);
|
|
M_SaveGame (0);
|
|
return;
|
|
}
|
|
if(gameinfo.gametype == GAME_Chex)
|
|
mysnprintf (tempstring, countof(tempstring), GStrings("CQSPROMPT"), quickSaveSlot->Title);
|
|
else
|
|
mysnprintf (tempstring, countof(tempstring), GStrings("QSPROMPT"), quickSaveSlot->Title);
|
|
strcpy (savegamestring, quickSaveSlot->Title);
|
|
M_StartMessage (tempstring, M_QuickSaveResponse);
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// M_QuickLoad
|
|
//
|
|
void M_QuickLoadResponse (int ch)
|
|
{
|
|
if (ch == 'y')
|
|
{
|
|
M_LoadSelect (quickSaveSlot);
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "menu/dismiss", 1, ATTN_NONE);
|
|
}
|
|
}
|
|
|
|
|
|
void M_QuickLoad ()
|
|
{
|
|
if (netgame)
|
|
{
|
|
if(gameinfo.gametype == GAME_Chex)
|
|
M_StartMessage (GStrings("CQLOADNET"), NULL);
|
|
else
|
|
M_StartMessage (GStrings("QLOADNET"), NULL);
|
|
return;
|
|
}
|
|
|
|
if (quickSaveSlot == NULL)
|
|
{
|
|
M_StartControlPanel(false);
|
|
// signal that whatever gets loaded should be the new quicksave
|
|
quickSaveSlot = (FSaveGameNode *)1;
|
|
M_LoadGame (0);
|
|
return;
|
|
}
|
|
if(gameinfo.gametype == GAME_Chex)
|
|
mysnprintf (tempstring, countof(tempstring), GStrings("CQLPROMPT"), quickSaveSlot->Title);
|
|
else
|
|
mysnprintf (tempstring, countof(tempstring), GStrings("QLPROMPT"), quickSaveSlot->Title);
|
|
M_StartMessage (tempstring, M_QuickLoadResponse);
|
|
}
|
|
|
|
//
|
|
// Read This Menus
|
|
//
|
|
void M_DrawReadThis ()
|
|
{
|
|
FTexture *tex = NULL, *prevpic = NULL;
|
|
fixed_t alpha;
|
|
|
|
// Did the mapper choose a custom help page via MAPINFO?
|
|
if ((level.info != NULL) && level.info->f1[0] != 0)
|
|
{
|
|
tex = TexMan.FindTexture(level.info->f1);
|
|
InfoType = 1;
|
|
}
|
|
|
|
if (tex == NULL)
|
|
{
|
|
tex = TexMan[gameinfo.infoPages[InfoType-1].GetChars()];
|
|
}
|
|
|
|
if (InfoType > 1)
|
|
{
|
|
prevpic = TexMan[gameinfo.infoPages[InfoType-2].GetChars()];
|
|
}
|
|
|
|
alpha = MIN<fixed_t> (Scale (gametic - InfoTic, OPAQUE, TICRATE/3), OPAQUE);
|
|
if (alpha < OPAQUE && prevpic != NULL)
|
|
{
|
|
screen->DrawTexture (prevpic, 0, 0,
|
|
DTA_DestWidth, screen->GetWidth(),
|
|
DTA_DestHeight, screen->GetHeight(),
|
|
TAG_DONE);
|
|
}
|
|
screen->DrawTexture (tex, 0, 0,
|
|
DTA_DestWidth, screen->GetWidth(),
|
|
DTA_DestHeight, screen->GetHeight(),
|
|
DTA_Alpha, alpha,
|
|
TAG_DONE);
|
|
}
|
|
|
|
//
|
|
// M_DrawMainMenu
|
|
//
|
|
void M_DrawMainMenu (void)
|
|
{
|
|
if (gameinfo.gametype & GAME_DoomChex)
|
|
{
|
|
screen->DrawTexture (TexMan["M_DOOM"], 94, 2, DTA_Clean, true, TAG_DONE);
|
|
}
|
|
else
|
|
{
|
|
screen->DrawTexture (TexMan["M_STRIFE"], 84, 2, DTA_Clean, true, TAG_DONE);
|
|
}
|
|
}
|
|
|
|
void M_DrawHereticMainMenu ()
|
|
{
|
|
char name[9];
|
|
|
|
screen->DrawTexture (TexMan["M_HTIC"], 88, 0, DTA_Clean, true, TAG_DONE);
|
|
|
|
if (gameinfo.gametype == GAME_Hexen)
|
|
{
|
|
int frame = (MenuTime / 5) % 7;
|
|
|
|
mysnprintf (name, countof(name), "FBUL%c0", (frame+2)%7 + 'A');
|
|
screen->DrawTexture (TexMan[name], 37, 80, DTA_Clean, true, TAG_DONE);
|
|
|
|
mysnprintf (name, countof(name), "FBUL%c0", frame + 'A');
|
|
screen->DrawTexture (TexMan[name], 278, 80, DTA_Clean, true, TAG_DONE);
|
|
}
|
|
else
|
|
{
|
|
int frame = (MenuTime / 3) % 18;
|
|
|
|
mysnprintf (name, countof(name), "M_SKL%.2d", 17 - frame);
|
|
screen->DrawTexture (TexMan[name], 40, 10, DTA_Clean, true, TAG_DONE);
|
|
|
|
mysnprintf (name, countof(name), "M_SKL%.2d", frame);
|
|
screen->DrawTexture (TexMan[name], 232, 10, DTA_Clean, true, TAG_DONE);
|
|
}
|
|
}
|
|
|
|
//
|
|
// M_NewGame
|
|
//
|
|
void M_DrawNewGame(void)
|
|
{
|
|
if (gameinfo.gametype & (GAME_DoomStrifeChex))
|
|
{
|
|
screen->DrawTexture (TexMan[gameinfo.gametype & GAME_DoomChex ? "M_NEWG" : "M_NGAME"], 96, 14, DTA_Clean, true, TAG_DONE);
|
|
screen->DrawTexture (TexMan["M_SKILL"], 54, 38, DTA_Clean, true, TAG_DONE);
|
|
}
|
|
}
|
|
|
|
void M_NewGame(int choice)
|
|
{
|
|
if (netgame && !demoplayback)
|
|
{
|
|
if(gameinfo.gametype == GAME_Chex)
|
|
M_StartMessage (GStrings("CNEWGAME"), NULL);
|
|
else
|
|
M_StartMessage (GStrings("NEWGAME"), NULL);
|
|
return;
|
|
}
|
|
|
|
// Set up episode menu positioning
|
|
if (gameinfo.gametype & (GAME_DoomStrifeChex))
|
|
{
|
|
EpiDef.x = 48;
|
|
EpiDef.y = 63;
|
|
}
|
|
else
|
|
{
|
|
EpiDef.x = 80;
|
|
EpiDef.y = 50;
|
|
}
|
|
if (EpiDef.numitems > 4)
|
|
{
|
|
EpiDef.y -= LINEHEIGHT;
|
|
}
|
|
epi = 0;
|
|
|
|
if (gameinfo.gametype == GAME_Hexen && ClassMenuDef.numitems == 0)
|
|
{ // [RH] Make the default entry the last class the player used.
|
|
ClassMenu.lastOn = players[consoleplayer].userinfo.PlayerClass;
|
|
if (ClassMenu.lastOn < 0)
|
|
{
|
|
ClassMenu.lastOn = 3;
|
|
}
|
|
M_SetupNextMenu (&ClassMenu);
|
|
}
|
|
// [GRB] Class select
|
|
else if (ClassMenuDef.numitems > 1)
|
|
{
|
|
ClassMenuDef.lastOn = ClassMenuDef.numitems - 1;
|
|
if (players[consoleplayer].userinfo.PlayerClass >= 0)
|
|
{
|
|
int n = 0;
|
|
for (int i = 0; i < (int)PlayerClasses.Size () && n < 7; i++)
|
|
{
|
|
if (!(PlayerClasses[i].Flags & PCF_NOMENU))
|
|
{
|
|
if (i == players[consoleplayer].userinfo.PlayerClass)
|
|
{
|
|
ClassMenuDef.lastOn = n;
|
|
break;
|
|
}
|
|
n++;
|
|
}
|
|
}
|
|
}
|
|
|
|
PickPlayerClass ();
|
|
|
|
PlayerState = GetDefaultByType (PlayerClass->Type)->SeeState;
|
|
PlayerTics = PlayerState->GetTics();
|
|
|
|
if (FireTexture == NULL)
|
|
{
|
|
FireTexture = new FBackdropTexture;
|
|
}
|
|
M_SetupNextMenu (&ClassMenuDef);
|
|
}
|
|
else if (EpiDef.numitems <= 1)
|
|
{
|
|
if (AllSkills.Size() == 1)
|
|
{
|
|
M_ChooseSkill(0);
|
|
}
|
|
else if (EpisodeNoSkill[0])
|
|
{
|
|
M_ChooseSkill(AllSkills.Size() == 2? 1:2);
|
|
}
|
|
else
|
|
{
|
|
M_StartupSkillMenu(NULL);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
M_SetupNextMenu (&EpiDef);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// DrawClassMenu
|
|
//
|
|
//==========================================================================
|
|
|
|
static void DrawClassMenu(void)
|
|
{
|
|
char name[9];
|
|
int classnum;
|
|
|
|
static const char boxLumpName[3][7] =
|
|
{
|
|
"M_FBOX",
|
|
"M_CBOX",
|
|
"M_MBOX"
|
|
};
|
|
static const char walkLumpName[3][10] =
|
|
{
|
|
"M_FWALK%d",
|
|
"M_CWALK%d",
|
|
"M_MWALK%d"
|
|
};
|
|
|
|
const char *text = GStrings("MNU_CHOOSECLASS");
|
|
screen->DrawText (BigFont, CR_UNTRANSLATED, 34, 24, text, DTA_Clean, true, TAG_DONE);
|
|
classnum = itemOn;
|
|
if (classnum > 2)
|
|
{
|
|
classnum = (MenuTime>>2) % 3;
|
|
}
|
|
screen->DrawTexture (TexMan[boxLumpName[classnum]], 174, 8, DTA_Clean, true, TAG_DONE);
|
|
|
|
mysnprintf (name, countof(name), walkLumpName[classnum], ((MenuTime >> 3) & 3) + 1);
|
|
screen->DrawTexture (TexMan[name], 174+24, 8+12, DTA_Clean, true, TAG_DONE);
|
|
}
|
|
|
|
// [GRB] Class select drawer
|
|
static void M_DrawClassMenu ()
|
|
{
|
|
int tit_y = 15;
|
|
const char * text = GStrings("MNU_CHOOSECLASS");
|
|
|
|
if (ClassMenuDef.numitems > 4 && gameinfo.gametype & GAME_Raven)
|
|
tit_y = 2;
|
|
|
|
screen->DrawText (BigFont, gameinfo.gametype & GAME_DoomChex ? CR_RED : CR_UNTRANSLATED,
|
|
160 - BigFont->StringWidth (text)/2,
|
|
tit_y,
|
|
text, DTA_Clean, true, TAG_DONE);
|
|
|
|
int x = (200-160)*CleanXfac+(SCREENWIDTH>>1);
|
|
int y = (ClassMenuDef.y-100)*CleanYfac+(SCREENHEIGHT>>1);
|
|
|
|
if (!FireTexture)
|
|
{
|
|
screen->Clear (x, y, x + 72 * CleanXfac, y + 80 * CleanYfac-1, 0, 0);
|
|
}
|
|
else
|
|
{
|
|
screen->DrawTexture (FireTexture, x, y - 1,
|
|
DTA_DestWidth, 72 * CleanXfac,
|
|
DTA_DestHeight, 80 * CleanYfac,
|
|
DTA_Translation, &FireRemap,
|
|
DTA_Masked, true,
|
|
TAG_DONE);
|
|
}
|
|
|
|
M_DrawFrame (x, y, 72*CleanXfac, 80*CleanYfac-1);
|
|
|
|
spriteframe_t *sprframe = &SpriteFrames[sprites[PlayerState->sprite].spriteframes + PlayerState->GetFrame()];
|
|
fixed_t scaleX = GetDefaultByType (PlayerClass->Type)->scaleX;
|
|
fixed_t scaleY = GetDefaultByType (PlayerClass->Type)->scaleY;
|
|
|
|
if (sprframe != NULL)
|
|
{
|
|
FTexture *tex = TexMan(sprframe->Texture[0]);
|
|
if (tex != NULL && tex->UseType != FTexture::TEX_Null)
|
|
{
|
|
screen->DrawTexture (tex,
|
|
x + 36*CleanXfac, y + 71*CleanYfac,
|
|
DTA_DestWidth, MulScale16 (tex->GetWidth() * CleanXfac, scaleX),
|
|
DTA_DestHeight, MulScale16 (tex->GetHeight() * CleanYfac, scaleY),
|
|
TAG_DONE);
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC DrawSkillMenu
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static void DrawHexenSkillMenu()
|
|
{
|
|
screen->DrawText (BigFont, CR_UNTRANSLATED, 74, 16, GStrings("MNU_CHOOSESKILL"), DTA_Clean, true, TAG_DONE);
|
|
}
|
|
|
|
|
|
//
|
|
// M_Episode
|
|
//
|
|
void M_DrawEpisode ()
|
|
{
|
|
if (gameinfo.gametype & (GAME_DoomStrifeChex))
|
|
{
|
|
screen->DrawTexture (TexMan["M_EPISOD"], 54, 38, DTA_Clean, true, TAG_DONE);
|
|
}
|
|
}
|
|
|
|
static int confirmskill;
|
|
|
|
void M_VerifyNightmare (int ch)
|
|
{
|
|
if (ch != 'y')
|
|
return;
|
|
|
|
G_DeferedInitNew (EpisodeMaps[epi], confirmskill);
|
|
if (gamestate == GS_FULLCONSOLE)
|
|
{
|
|
gamestate = GS_HIDECONSOLE;
|
|
gameaction = ga_newgame;
|
|
}
|
|
M_ClearMenus ();
|
|
}
|
|
|
|
void M_ChooseSkill (int choice)
|
|
{
|
|
if (AllSkills[choice].MustConfirm)
|
|
{
|
|
const char *msg = AllSkills[choice].MustConfirmText;
|
|
if (*msg==0) msg = GStrings("NIGHTMARE");
|
|
if (*msg=='$') msg = GStrings(msg+1);
|
|
confirmskill = choice;
|
|
M_StartMessage (msg, M_VerifyNightmare);
|
|
return;
|
|
}
|
|
|
|
G_DeferedInitNew (EpisodeMaps[epi], choice);
|
|
if (gamestate == GS_FULLCONSOLE)
|
|
{
|
|
gamestate = GS_HIDECONSOLE;
|
|
gameaction = ga_newgame;
|
|
}
|
|
M_ClearMenus ();
|
|
}
|
|
|
|
void M_Episode (int choice)
|
|
{
|
|
if ((gameinfo.flags & GI_SHAREWARE) && choice)
|
|
{
|
|
if (gameinfo.gametype == GAME_Doom)
|
|
{
|
|
M_StartMessage(GStrings("SWSTRING"), NULL);
|
|
//M_SetupNextMenu(&ReadDef);
|
|
}
|
|
else if (gameinfo.gametype == GAME_Chex)
|
|
{
|
|
M_StartMessage(GStrings("CSWSTRING"), NULL);
|
|
}
|
|
else
|
|
{
|
|
showSharewareMessage = 3*TICRATE;
|
|
}
|
|
return;
|
|
}
|
|
|
|
epi = choice;
|
|
|
|
if (AllSkills.Size() == 1)
|
|
{
|
|
saved_playerclass = NULL;
|
|
M_ChooseSkill(0);
|
|
return;
|
|
}
|
|
else if (EpisodeNoSkill[choice])
|
|
{
|
|
saved_playerclass = NULL;
|
|
M_ChooseSkill(AllSkills.Size() == 2? 1:2);
|
|
return;
|
|
}
|
|
M_StartupSkillMenu(saved_playerclass);
|
|
saved_playerclass = NULL;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// SCClass
|
|
//
|
|
//==========================================================================
|
|
|
|
static void SCClass (int option)
|
|
{
|
|
if (netgame)
|
|
{
|
|
if(gameinfo.gametype == GAME_Chex)
|
|
M_StartMessage (GStrings("CNEWGAME"), NULL);
|
|
else
|
|
M_StartMessage (GStrings("NEWGAME"), NULL);
|
|
return;
|
|
}
|
|
|
|
if (option == 3)
|
|
playerclass = "Random";
|
|
else
|
|
playerclass = PlayerClasses[option].Type->Meta.GetMetaString (APMETA_DisplayName);
|
|
|
|
if (EpiDef.numitems > 1)
|
|
{
|
|
saved_playerclass = playerclass;
|
|
M_SetupNextMenu (&EpiDef);
|
|
}
|
|
else if (AllSkills.Size() == 1)
|
|
{
|
|
M_ChooseSkill(0);
|
|
}
|
|
else if (!EpisodeNoSkill[0])
|
|
{
|
|
M_StartupSkillMenu(playerclass);
|
|
}
|
|
else
|
|
{
|
|
M_ChooseSkill(AllSkills.Size() == 2? 1:2);
|
|
}
|
|
}
|
|
|
|
// [GRB]
|
|
static void M_ChooseClass (int choice)
|
|
{
|
|
if (netgame)
|
|
{
|
|
if(gameinfo.gametype == GAME_Chex)
|
|
M_StartMessage (GStrings("CNEWGAME"), NULL);
|
|
else
|
|
M_StartMessage (GStrings("NEWGAME"), NULL);
|
|
return;
|
|
}
|
|
|
|
playerclass = (choice < ClassMenuDef.numitems-1) ? ClassMenuItems[choice].name : "Random";
|
|
|
|
if (EpiDef.numitems > 1)
|
|
{
|
|
saved_playerclass = playerclass;
|
|
M_SetupNextMenu (&EpiDef);
|
|
}
|
|
else if (AllSkills.Size() == 1)
|
|
{
|
|
M_ChooseSkill(0);
|
|
}
|
|
else if (EpisodeNoSkill[0])
|
|
{
|
|
M_ChooseSkill(AllSkills.Size() == 2? 1:2);
|
|
}
|
|
else
|
|
{
|
|
M_StartupSkillMenu(playerclass);
|
|
}
|
|
}
|
|
|
|
|
|
void M_Options (int choice)
|
|
{
|
|
OptionsActive = M_StartOptionsMenu ();
|
|
}
|
|
|
|
|
|
|
|
|
|
//
|
|
// M_EndGame
|
|
//
|
|
void M_EndGameResponse(int ch)
|
|
{
|
|
if (ch != 'y')
|
|
return;
|
|
|
|
currentMenu->lastOn = itemOn;
|
|
M_ClearMenus ();
|
|
D_StartTitle ();
|
|
}
|
|
|
|
void M_EndGame(int choice)
|
|
{
|
|
choice = 0;
|
|
if (!usergame)
|
|
{
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "menu/invalid", 1, ATTN_NONE);
|
|
return;
|
|
}
|
|
|
|
if (netgame)
|
|
{
|
|
if(gameinfo.gametype == GAME_Chex)
|
|
M_StartMessage(GStrings("CNETEND"), NULL);
|
|
else
|
|
M_StartMessage(GStrings("NETEND"), NULL);
|
|
return;
|
|
}
|
|
|
|
if(gameinfo.gametype == GAME_Chex)
|
|
M_StartMessage(GStrings("CENDGAME"), M_EndGameResponse);
|
|
else
|
|
M_StartMessage(GStrings("ENDGAME"), M_EndGameResponse);
|
|
}
|
|
|
|
|
|
|
|
|
|
//
|
|
// M_ReadThis
|
|
//
|
|
void M_ReadThis (int choice)
|
|
{
|
|
drawSkull = false;
|
|
InfoType = 1;
|
|
InfoTic = gametic;
|
|
M_SetupNextMenu (&ReadDef);
|
|
}
|
|
|
|
void M_ReadThisMore (int choice)
|
|
{
|
|
InfoType++;
|
|
InfoTic = gametic;
|
|
if ((level.info != NULL && level.info->f1[0] != 0) || InfoType > int(gameinfo.infoPages.Size()))
|
|
{
|
|
M_FinishReadThis (0);
|
|
}
|
|
}
|
|
|
|
void M_FinishReadThis (int choice)
|
|
{
|
|
drawSkull = true;
|
|
M_PopMenuStack ();
|
|
}
|
|
|
|
//
|
|
// M_QuitGame
|
|
//
|
|
|
|
void M_QuitResponse(int ch)
|
|
{
|
|
if (ch != 'y')
|
|
return;
|
|
if (!netgame)
|
|
{
|
|
if (gameinfo.quitSound.IsNotEmpty())
|
|
{
|
|
S_Sound (CHAN_VOICE | CHAN_UI, gameinfo.quitSound, 1, ATTN_NONE);
|
|
I_WaitVBL (105);
|
|
}
|
|
}
|
|
ST_Endoom();
|
|
}
|
|
|
|
void M_QuitGame (int choice)
|
|
{
|
|
if (gameinfo.gametype & (GAME_DoomStrifeChex))
|
|
{
|
|
int quitmsg = 0;
|
|
if (gameinfo.gametype == GAME_Doom)
|
|
{
|
|
quitmsg = gametic % (NUM_QUITDOOMMESSAGES + 1);
|
|
}
|
|
else if (gameinfo.gametype == GAME_Strife)
|
|
{
|
|
quitmsg = gametic % (NUM_QUITSTRIFEMESSAGES + 1);
|
|
if (quitmsg != 0) quitmsg += NUM_QUITDOOMMESSAGES;
|
|
}
|
|
else
|
|
{
|
|
quitmsg = gametic % (NUM_QUITCHEXMESSAGES + 1);
|
|
if (quitmsg != 0) quitmsg += NUM_QUITDOOMMESSAGES + NUM_QUITSTRIFEMESSAGES;
|
|
}
|
|
|
|
if (quitmsg != 0)
|
|
{
|
|
EndString.Format("QUITMSG%d", quitmsg);
|
|
EndString.Format("%s\n\n%s", GStrings(EndString), GStrings("DOSY"));
|
|
}
|
|
else
|
|
{
|
|
EndString.Format("%s\n\n%s", GStrings("QUITMSG"), GStrings("DOSY"));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
EndString = GStrings("RAVENQUITMSG");
|
|
}
|
|
|
|
M_StartMessage (EndString, M_QuitResponse);
|
|
}
|
|
|
|
|
|
//
|
|
// [RH] Player Setup Menu code
|
|
//
|
|
void M_PlayerSetup (void)
|
|
{
|
|
OptionsActive = false;
|
|
drawSkull = true;
|
|
strcpy (savegamestring, name);
|
|
M_DemoNoPlay = true;
|
|
if (demoplayback)
|
|
G_CheckDemoStatus ();
|
|
M_SetupNextMenu (&PSetupDef);
|
|
if (players[consoleplayer].mo != NULL)
|
|
{
|
|
PlayerClass = &PlayerClasses[players[consoleplayer].CurrentPlayerClass];
|
|
}
|
|
PlayerSkin = players[consoleplayer].userinfo.skin;
|
|
R_GetPlayerTranslation (players[consoleplayer].userinfo.color,
|
|
P_GetPlayerColorSet(PlayerClass->Type->TypeName, players[consoleplayer].userinfo.colorset),
|
|
&skins[PlayerSkin], translationtables[TRANSLATION_Players][MAXPLAYERS]);
|
|
PlayerState = GetDefaultByType (PlayerClass->Type)->SeeState;
|
|
PlayerTics = PlayerState->GetTics();
|
|
if (FireTexture == NULL)
|
|
{
|
|
FireTexture = new FBackdropTexture;
|
|
}
|
|
P_EnumPlayerColorSets(PlayerClass->Type->TypeName, &PlayerColorSets);
|
|
}
|
|
|
|
static void M_PlayerSetupTicker (void)
|
|
{
|
|
// Based on code in f_finale.c
|
|
FPlayerClass *oldclass = PlayerClass;
|
|
|
|
if (currentMenu == &ClassMenuDef)
|
|
{
|
|
int item;
|
|
|
|
if (itemOn < ClassMenuDef.numitems-1)
|
|
item = itemOn;
|
|
else
|
|
item = (MenuTime>>2) % (ClassMenuDef.numitems-1);
|
|
|
|
PlayerClass = &PlayerClasses[D_PlayerClassToInt (ClassMenuItems[item].name)];
|
|
P_EnumPlayerColorSets(PlayerClass->Type->TypeName, &PlayerColorSets);
|
|
}
|
|
else
|
|
{
|
|
PickPlayerClass ();
|
|
}
|
|
|
|
if (PlayerClass != oldclass)
|
|
{
|
|
PlayerState = GetDefaultByType (PlayerClass->Type)->SeeState;
|
|
PlayerTics = PlayerState->GetTics();
|
|
|
|
PlayerSkin = R_FindSkin (skins[PlayerSkin].name, int(PlayerClass - &PlayerClasses[0]));
|
|
R_GetPlayerTranslation (players[consoleplayer].userinfo.color,
|
|
P_GetPlayerColorSet(PlayerClass->Type->TypeName, players[consoleplayer].userinfo.colorset),
|
|
&skins[PlayerSkin], translationtables[TRANSLATION_Players][MAXPLAYERS]);
|
|
}
|
|
|
|
if (PlayerState->GetTics () != -1 && PlayerState->GetNextState () != NULL)
|
|
{
|
|
if (--PlayerTics > 0)
|
|
return;
|
|
|
|
PlayerState = PlayerState->GetNextState();
|
|
PlayerTics = PlayerState->GetTics();
|
|
}
|
|
}
|
|
|
|
|
|
static void M_DrawPlayerSlider (int x, int y, int cur)
|
|
{
|
|
const int range = 255;
|
|
|
|
x = (x - 160) * CleanXfac + screen->GetWidth() / 2;
|
|
y = (y - 100) * CleanYfac + screen->GetHeight() / 2;
|
|
|
|
screen->DrawText (ConFont, CR_WHITE, x, y,
|
|
"\x10\x11\x11\x11\x11\x11\x11\x11\x11\x11\x11\x12",
|
|
DTA_CellX, 8 * CleanXfac,
|
|
DTA_CellY, 8 * CleanYfac,
|
|
TAG_DONE);
|
|
screen->DrawText (ConFont, CR_ORANGE, x + (5 + (int)((cur * 78) / range)) * CleanXfac, y,
|
|
"\x13",
|
|
DTA_CellX, 8 * CleanXfac,
|
|
DTA_CellY, 8 * CleanYfac,
|
|
TAG_DONE);
|
|
}
|
|
|
|
static void M_PlayerSetupDrawer ()
|
|
{
|
|
const int LINEHEIGHT = PLAYERSETUP_LINEHEIGHT;
|
|
int x, xo, yo;
|
|
EColorRange label, value;
|
|
DWORD color;
|
|
|
|
if (!(gameinfo.gametype & (GAME_DoomStrifeChex)))
|
|
{
|
|
xo = 5;
|
|
yo = 5;
|
|
label = CR_GREEN;
|
|
value = CR_UNTRANSLATED;
|
|
}
|
|
else
|
|
{
|
|
xo = yo = 0;
|
|
label = CR_UNTRANSLATED;
|
|
value = CR_GREY;
|
|
}
|
|
|
|
// Draw title
|
|
const char *text = GStrings("MNU_PLAYERSETUP");
|
|
screen->DrawText (BigFont, gameinfo.gametype & GAME_DoomChex ? CR_RED : CR_UNTRANSLATED,
|
|
160 - BigFont->StringWidth (text)/2,
|
|
15,
|
|
text, DTA_Clean, true, TAG_DONE);
|
|
|
|
|
|
// Draw player name box
|
|
screen->DrawText (SmallFont, label, PSetupDef.x, PSetupDef.y+yo, "Name", DTA_Clean, true, TAG_DONE);
|
|
M_DrawSaveLoadBorder (PSetupDef.x + 56, PSetupDef.y, MAXPLAYERNAME+1);
|
|
screen->DrawText (SmallFont, CR_UNTRANSLATED, PSetupDef.x + 56 + xo, PSetupDef.y+yo, savegamestring,
|
|
DTA_Clean, true, TAG_DONE);
|
|
|
|
// Draw cursor for player name box
|
|
if (genStringEnter)
|
|
screen->DrawText (SmallFont, CR_UNTRANSLATED,
|
|
PSetupDef.x + SmallFont->StringWidth(savegamestring) + 56+xo,
|
|
PSetupDef.y + yo, underscore, DTA_Clean, true, TAG_DONE);
|
|
|
|
// Draw player team setting
|
|
x = SmallFont->StringWidth ("Team") + 8 + PSetupDef.x;
|
|
screen->DrawText (SmallFont, label, PSetupDef.x, PSetupDef.y + LINEHEIGHT+yo, "Team",
|
|
DTA_Clean, true, TAG_DONE);
|
|
screen->DrawText (SmallFont, value, x, PSetupDef.y + LINEHEIGHT+yo,
|
|
!TeamLibrary.IsValidTeam (players[consoleplayer].userinfo.team) ? "None" :
|
|
Teams[players[consoleplayer].userinfo.team].GetName (),
|
|
DTA_Clean, true, TAG_DONE);
|
|
|
|
// Draw player character
|
|
{
|
|
int x = 320 - 88 - 32 + xo, y = PSetupDef.y + LINEHEIGHT*3 - 18 + yo;
|
|
|
|
x = (x-160)*CleanXfac+(SCREENWIDTH>>1);
|
|
y = (y-100)*CleanYfac+(SCREENHEIGHT>>1);
|
|
if (!FireTexture)
|
|
{
|
|
screen->Clear (x, y, x + 72 * CleanXfac, y + 80 * CleanYfac-1, 0, 0);
|
|
}
|
|
else
|
|
{
|
|
screen->DrawTexture (FireTexture, x, y - 1,
|
|
DTA_DestWidth, 72 * CleanXfac,
|
|
DTA_DestHeight, 80 * CleanYfac,
|
|
DTA_Translation, &FireRemap,
|
|
DTA_Masked, false,
|
|
TAG_DONE);
|
|
}
|
|
|
|
M_DrawFrame (x, y, 72*CleanXfac, 80*CleanYfac-1);
|
|
}
|
|
{
|
|
spriteframe_t *sprframe;
|
|
fixed_t ScaleX, ScaleY;
|
|
|
|
if (GetDefaultByType (PlayerClass->Type)->flags4 & MF4_NOSKIN ||
|
|
players[consoleplayer].userinfo.PlayerClass == -1 ||
|
|
PlayerState->sprite != GetDefaultByType (PlayerClass->Type)->SpawnState->sprite)
|
|
{
|
|
sprframe = &SpriteFrames[sprites[PlayerState->sprite].spriteframes + PlayerState->GetFrame()];
|
|
ScaleX = GetDefaultByType(PlayerClass->Type)->scaleX;
|
|
ScaleY = GetDefaultByType(PlayerClass->Type)->scaleY;
|
|
}
|
|
else
|
|
{
|
|
sprframe = &SpriteFrames[sprites[skins[PlayerSkin].sprite].spriteframes + PlayerState->GetFrame()];
|
|
ScaleX = skins[PlayerSkin].ScaleX;
|
|
ScaleY = skins[PlayerSkin].ScaleY;
|
|
}
|
|
|
|
if (sprframe != NULL)
|
|
{
|
|
FTexture *tex = TexMan(sprframe->Texture[0]);
|
|
if (tex != NULL && tex->UseType != FTexture::TEX_Null)
|
|
{
|
|
if (tex->Rotations != 0xFFFF)
|
|
{
|
|
tex = TexMan(SpriteFrames[tex->Rotations].Texture[PlayerRotation]);
|
|
}
|
|
screen->DrawTexture (tex,
|
|
(320 - 52 - 32 + xo - 160)*CleanXfac + (SCREENWIDTH)/2,
|
|
(PSetupDef.y + LINEHEIGHT*3 + 57 - 104)*CleanYfac + (SCREENHEIGHT/2),
|
|
DTA_DestWidth, MulScale16 (tex->GetWidth() * CleanXfac, ScaleX),
|
|
DTA_DestHeight, MulScale16 (tex->GetHeight() * CleanYfac, ScaleY),
|
|
DTA_Translation, translationtables[TRANSLATION_Players](MAXPLAYERS),
|
|
TAG_DONE);
|
|
}
|
|
}
|
|
|
|
const char *str = "PRESS " TEXTCOLOR_WHITE "SPACE";
|
|
screen->DrawText (SmallFont, CR_GOLD, 320 - 52 - 32 -
|
|
SmallFont->StringWidth (str)/2,
|
|
PSetupDef.y + LINEHEIGHT*3 + 76, str,
|
|
DTA_Clean, true, TAG_DONE);
|
|
str = PlayerRotation ? "TO SEE FRONT" : "TO SEE BACK";
|
|
screen->DrawText (SmallFont, CR_GOLD, 320 - 52 - 32 -
|
|
SmallFont->StringWidth (str)/2,
|
|
PSetupDef.y + LINEHEIGHT*3 + 76 + SmallFont->GetHeight (), str,
|
|
DTA_Clean, true, TAG_DONE);
|
|
}
|
|
|
|
// Draw player color selection and sliders
|
|
FPlayerColorSet *colorset = P_GetPlayerColorSet(PlayerClass->Type->TypeName, players[consoleplayer].userinfo.colorset);
|
|
x = SmallFont->StringWidth("Color") + 8 + PSetupDef.x;
|
|
screen->DrawText(SmallFont, label, PSetupDef.x, PSetupDef.y + LINEHEIGHT*2+yo, "Color", DTA_Clean, true, TAG_DONE);
|
|
screen->DrawText(SmallFont, value, x, PSetupDef.y + LINEHEIGHT*2+yo,
|
|
colorset != NULL ? colorset->Name.GetChars() : "Custom", DTA_Clean, true, TAG_DONE);
|
|
|
|
// Only show the sliders for a custom color set.
|
|
if (colorset == NULL)
|
|
{
|
|
screen->DrawText (SmallFont, label, PSetupDef.x, PSetupDef.y + int(LINEHEIGHT*2.875)+yo, "Red", DTA_Clean, true, TAG_DONE);
|
|
screen->DrawText (SmallFont, label, PSetupDef.x, PSetupDef.y + int(LINEHEIGHT*3.5)+yo, "Green", DTA_Clean, true, TAG_DONE);
|
|
screen->DrawText (SmallFont, label, PSetupDef.x, PSetupDef.y + int(LINEHEIGHT*4.125)+yo, "Blue", DTA_Clean, true, TAG_DONE);
|
|
|
|
x = SmallFont->StringWidth ("Green") + 8 + PSetupDef.x;
|
|
color = players[consoleplayer].userinfo.color;
|
|
|
|
M_DrawPlayerSlider (x, PSetupDef.y + int(LINEHEIGHT*2.875)+yo, RPART(color));
|
|
M_DrawPlayerSlider (x, PSetupDef.y + int(LINEHEIGHT*3.5)+yo, GPART(color));
|
|
M_DrawPlayerSlider (x, PSetupDef.y + int(LINEHEIGHT*4.125)+yo, BPART(color));
|
|
}
|
|
|
|
// [GRB] Draw class setting
|
|
int pclass = players[consoleplayer].userinfo.PlayerClass;
|
|
x = SmallFont->StringWidth ("Class") + 8 + PSetupDef.x;
|
|
screen->DrawText (SmallFont, label, PSetupDef.x, PSetupDef.y + LINEHEIGHT*5+yo, "Class", DTA_Clean, true, TAG_DONE);
|
|
screen->DrawText (SmallFont, value, x, PSetupDef.y + LINEHEIGHT*5+yo,
|
|
pclass == -1 ? "Random" : PlayerClasses[pclass].Type->Meta.GetMetaString (APMETA_DisplayName),
|
|
DTA_Clean, true, TAG_DONE);
|
|
|
|
// Draw skin setting
|
|
x = SmallFont->StringWidth ("Skin") + 8 + PSetupDef.x;
|
|
screen->DrawText (SmallFont, label, PSetupDef.x, PSetupDef.y + LINEHEIGHT*6+yo, "Skin", DTA_Clean, true, TAG_DONE);
|
|
if (GetDefaultByType (PlayerClass->Type)->flags4 & MF4_NOSKIN ||
|
|
players[consoleplayer].userinfo.PlayerClass == -1)
|
|
{
|
|
screen->DrawText (SmallFont, value, x, PSetupDef.y + LINEHEIGHT*6+yo, "Base", DTA_Clean, true, TAG_DONE);
|
|
}
|
|
else
|
|
{
|
|
screen->DrawText (SmallFont, value, x, PSetupDef.y + LINEHEIGHT*6+yo,
|
|
skins[PlayerSkin].name, DTA_Clean, true, TAG_DONE);
|
|
}
|
|
|
|
// Draw gender setting
|
|
x = SmallFont->StringWidth ("Gender") + 8 + PSetupDef.x;
|
|
screen->DrawText (SmallFont, label, PSetupDef.x, PSetupDef.y + LINEHEIGHT*7+yo, "Gender", DTA_Clean, true, TAG_DONE);
|
|
screen->DrawText (SmallFont, value, x, PSetupDef.y + LINEHEIGHT*7+yo,
|
|
genders[players[consoleplayer].userinfo.gender], DTA_Clean, true, TAG_DONE);
|
|
|
|
// Draw autoaim setting
|
|
x = SmallFont->StringWidth ("Autoaim") + 8 + PSetupDef.x;
|
|
screen->DrawText (SmallFont, label, PSetupDef.x, PSetupDef.y + LINEHEIGHT*8+yo, "Autoaim", DTA_Clean, true, TAG_DONE);
|
|
screen->DrawText (SmallFont, value, x, PSetupDef.y + LINEHEIGHT*8+yo,
|
|
autoaim == 0 ? "Never" :
|
|
autoaim <= 0.25 ? "Very Low" :
|
|
autoaim <= 0.5 ? "Low" :
|
|
autoaim <= 1 ? "Medium" :
|
|
autoaim <= 2 ? "High" :
|
|
autoaim <= 3 ? "Very High" : "Always",
|
|
DTA_Clean, true, TAG_DONE);
|
|
}
|
|
|
|
// A 32x32 cloud rendered with Photoshop, plus some other filters
|
|
static BYTE pattern1[1024] =
|
|
{
|
|
5, 9, 7,10, 9,15, 9, 7, 8,10, 5, 3, 5, 7, 9, 8,14, 8, 4, 7, 8, 9, 5, 7,14, 7, 0, 7,13,13, 9, 6,
|
|
2, 7, 9, 7, 7,10, 8, 8,11,10, 6, 7,10, 7, 5, 6, 6, 4, 7,13,15,16,11,15,11, 8, 0, 4,13,22,17,11,
|
|
5, 9, 9, 7, 9,10, 4, 3, 6, 7, 8, 6, 5, 4, 2, 2, 1, 4, 6,11,15,15,14,13,17, 9, 5, 9,11,12,17,20,
|
|
9,16, 9, 8,12,13, 7, 3, 7, 9, 5, 4, 2, 5, 5, 5, 7,11, 6, 7, 6,13,17,10,10, 9,12,17,14,12,16,15,
|
|
15,13, 5, 3, 9,10, 4,10,12,12, 7, 9, 8, 8, 8,10, 7, 6, 5, 5, 5, 6,11, 9, 3,13,16,18,21,16,23,18,
|
|
23,13, 0, 0, 0, 0, 0,12,18,14,15,16,13, 7, 7, 5, 9, 6, 6, 8, 4, 0, 0, 0, 0,14,19,17,14,20,21,25,
|
|
19,20,14,13, 7, 5,13,19,14,13,17,15,14, 7, 3, 5, 6,11, 7, 7, 8, 8,10, 9, 9,18,17,15,14,15,18,16,
|
|
16,29,24,23,18, 9,17,20,11, 5,12,15,15,12, 6, 3, 4, 6, 7,10,13,18,18,19,16,12,17,19,23,16,14,14,
|
|
9,18,20,26,19, 5,18,18,10, 5,12,15,14,17,11, 6,11, 9,10,13,10,20,24,20,21,20,14,18,15,22,20,19,
|
|
0, 6,16,18, 8, 7,15,18,10,13,17,17,13,11,15,11,19,12,13,10, 4,15,19,21,21,24,14, 9,17,20,24,17,
|
|
18,17, 7, 7,16,21,22,15, 5,14,20,14,13,21,13, 8,12,14, 7, 8,11,15,13,11,16,17, 7, 5,12,17,19,14,
|
|
25,23,17,16,23,18,15, 7, 0, 6,11, 6,11,15,11, 7,12, 7, 4,10,16,13, 7, 7,15,13, 9,15,21,14, 5, 0,
|
|
18,22,21,21,21,22,12, 6,14,20,15, 6,10,19,13, 8, 7, 3, 7,12,14,16, 9,12,22,15,12,18,24,19,17, 9,
|
|
0,15,18,21,17,25,14,13,19,21,21,11, 6,13,16,16,12,10,12,11,13,20,14,13,18,13, 9,15,16,25,31,20,
|
|
5,20,24,16, 7,14,14,11,18,19,19, 6, 0, 5,11,14,17,16,19,14,15,21,19,15,14,14, 8, 0, 7,24,18,16,
|
|
9,17,15, 7, 6,14,12, 7,14,16,11, 4, 7, 6,13,16,15,13,12,20,21,20,21,17,18,26,14, 0,13,23,21,11,
|
|
9,12,18,11,15,21,13, 8,13,13,10, 7,13, 8, 8,19,13, 7, 4,15,19,18,14,12,14,15, 8, 6,16,22,22,15,
|
|
9,17,14,19,15,14,15, 9,11, 9, 6, 8,14,13,13,12, 5, 0, 0, 6,12,13, 7, 7, 9, 7, 0,12,21,16,15,18,
|
|
15,16,18,11, 6, 8,15, 9, 2, 0, 5,10,10,16, 9, 0, 4,12,15, 9,12, 9, 7, 7,12, 7, 0, 6,12, 6, 9,13,
|
|
12,19,15,14,11, 7, 8, 9,12,10, 5, 5, 7,12,12,10,14,16,16,11, 8,12,10,12,10, 8,10,10,14,12,16,16,
|
|
16,17,20,22,12,15,12,14,19,11, 6, 5,10,13,17,17,21,19,15, 9, 6, 9,15,18,10,10,18,14,20,15,16,17,
|
|
11,19,19,18,19,14,17,13,12,12, 7,11,18,17,16,15,19,19,10, 2, 0, 8,15,12, 8,11,12,10,19,20,19,19,
|
|
6,14,18,13,13,16,16,12, 5, 8,10,12,10,13,18,12, 9,10, 7, 6, 5,11, 8, 6, 7,13,16,13,10,15,20,14,
|
|
0, 5,12,12, 4, 0, 9,16, 9,10,12, 8, 0, 9,13, 9, 0, 2, 4, 7,10, 6, 7, 3, 4,11,16,18,10,11,21,21,
|
|
16,13,11,15, 8, 0, 5, 9, 8, 7, 6, 3, 0, 9,17, 9, 0, 0, 0, 3, 5, 4, 3, 5, 7,15,16,16,17,14,22,22,
|
|
24,14,15,12, 9, 0, 5,10, 8, 4, 7,12,10,11,12, 7, 6, 8, 6, 5, 7, 8, 8,11,13,10,15,14,12,18,20,16,
|
|
16,17,17,18,12, 9,12,16,10, 5, 6,20,13,15, 8, 4, 8, 9, 8, 7, 9,11,12,17,16,16,11,10, 9,10, 5, 0,
|
|
0,14,18,18,15,16,14, 9,10, 9, 9,15,14,10, 4, 6,10, 8, 8, 7,10, 9,10,16,18,10, 0, 0, 7,12,10, 8,
|
|
0,14,19,14, 9,11,11, 8, 8,10,15, 9,10, 7, 4,10,13, 9, 7, 5, 5, 7, 7, 7,13,13, 5, 5,14,22,18,16,
|
|
0,10,14,10, 3, 6, 5, 6, 8, 9, 8, 9, 5, 9, 8, 9, 6, 8, 8, 8, 1, 0, 0, 0, 9,17,12,12,17,19,20,13,
|
|
6,11,17,11, 5, 5, 8,10, 6, 5, 6, 6, 3, 7, 9, 7, 6, 8,12,10, 4, 8, 6, 6,11,16,16,15,16,17,17,16,
|
|
11, 9,10,10, 5, 6,12,10, 5, 1, 6,10, 5, 3, 3, 5, 4, 7,15,10, 7,13, 7, 8,15,11,15,15,15, 8,11,15,
|
|
};
|
|
|
|
// Just a 32x32 cloud rendered with the standard Photoshop filter
|
|
static BYTE pattern2[1024] =
|
|
{
|
|
9, 9, 8, 8, 8, 8, 6, 6,13,13,11,21,19,21,23,18,23,24,19,19,24,17,18,12, 9,14, 8,12,12, 5, 8, 6,
|
|
11,10, 6, 7, 8, 8, 9,13,10,11,17,15,23,22,23,22,20,26,27,26,17,21,20,14,12, 8,11, 8,11, 7, 8, 7,
|
|
6, 9,13,13,10, 9,13, 7,12,13,16,19,16,20,22,25,22,25,27,22,21,23,15,10,14,14,15,13,12, 8,12, 6,
|
|
6, 7,12,12,12,16, 9,12,12,15,16,11,21,24,19,24,23,26,28,27,26,21,14,15, 7, 7,10,15,12,11,10, 9,
|
|
7,14,11,16,12,18,16,14,16,14,11,14,15,21,23,17,20,18,26,24,27,18,20,11,11,14,10,17,17,10, 6,10,
|
|
13, 9,14,10,13,11,14,15,18,15,15,12,19,19,20,18,22,20,19,22,19,19,19,20,17,15,15,11,16,14,10, 8,
|
|
13,16,12,16,17,19,17,18,15,19,14,18,15,14,15,17,21,19,23,18,23,22,18,18,17,15,15,16,12,12,15,10,
|
|
10,12,14,10,16,11,18,15,21,20,20,17,18,19,16,19,14,20,19,14,19,25,22,21,22,24,18,12, 9, 9, 8, 6,
|
|
10,10,13, 9,15,13,20,19,22,18,18,17,17,21,21,13,13,12,19,18,16,17,27,26,22,23,20,17,12,11, 8, 9,
|
|
7,13,14,15,11,13,18,22,19,23,23,20,22,24,21,14,12,16,17,19,18,18,22,18,24,23,19,17,16,14, 8, 7,
|
|
12,12, 8, 8,16,20,26,25,28,28,22,29,23,22,21,18,13,16,15,15,20,17,25,24,19,17,17,17,15,10, 8, 9,
|
|
7,12,15,11,17,20,25,25,25,29,30,31,28,26,18,16,17,18,20,21,22,20,23,19,18,19,10,16,16,11,11, 8,
|
|
5, 6, 8,14,14,17,17,21,27,23,27,31,27,22,23,21,19,19,21,19,20,19,17,22,13,17,12,15,10,10,12, 6,
|
|
8, 9, 8,14,15,16,15,18,27,26,23,25,23,22,18,21,20,17,19,20,20,16,20,14,15,13,12, 8, 8, 7,11,13,
|
|
7, 6,11,11,11,13,15,22,25,24,26,22,24,26,23,18,24,24,20,18,20,16,17,12,12,12,10, 8,11, 9, 6, 8,
|
|
9,10, 9, 6, 5,14,16,19,17,21,26,20,23,19,19,17,20,21,26,25,23,21,17,13,12, 5,13,11, 7,12,10,12,
|
|
6, 5, 4,10,11, 9,10,13,17,20,20,18,23,26,27,20,21,24,20,19,24,20,18,10,11, 3, 6,13, 9, 6, 8, 8,
|
|
1, 2, 2,11,13,13,11,16,16,16,19,21,20,23,22,28,21,20,19,18,23,16,18, 7, 5, 9, 7, 6, 5,10, 8, 8,
|
|
0, 0, 6, 9,11,15,12,12,19,18,19,26,22,24,26,30,23,22,22,16,20,19,12,12, 3, 4, 6, 5, 4, 7, 2, 4,
|
|
2, 0, 0, 7,11, 8,14,13,15,21,26,28,25,24,27,26,23,24,22,22,15,17,12, 8,10, 7, 7, 4, 0, 5, 0, 1,
|
|
1, 2, 0, 1, 9,14,13,10,19,24,22,29,30,28,30,30,31,23,24,19,17,14,13, 8, 8, 8, 1, 4, 0, 0, 0, 3,
|
|
5, 2, 4, 2, 9, 8, 8, 8,18,23,20,27,30,27,31,25,28,30,28,24,24,15,11,14,10, 3, 4, 3, 0, 0, 1, 3,
|
|
9, 3, 4, 3, 5, 6, 8,13,14,23,21,27,28,27,28,27,27,29,30,24,22,23,13,15, 8, 6, 2, 0, 4, 3, 4, 1,
|
|
6, 5, 5, 3, 9, 3, 6,14,13,16,23,26,28,23,30,31,28,29,26,27,21,20,15,15,13, 9, 1, 0, 2, 0, 5, 8,
|
|
8, 4, 3, 7, 2, 0,10, 7,10,14,21,21,29,28,25,27,30,28,25,24,27,22,19,13,10, 5, 0, 0, 0, 0, 0, 7,
|
|
7, 6, 7, 0, 2, 2, 5, 6,15,11,19,24,22,29,27,31,30,30,31,28,23,18,14,14, 7, 5, 0, 0, 1, 0, 1, 0,
|
|
5, 5, 5, 0, 0, 4, 5,11, 7,10,13,20,21,21,28,31,28,30,26,28,25,21, 9,12, 3, 3, 0, 2, 2, 2, 0, 1,
|
|
3, 3, 0, 2, 0, 3, 5, 3,11,11,16,19,19,27,26,26,30,27,28,26,23,22,16, 6, 2, 2, 3, 2, 0, 2, 4, 0,
|
|
0, 0, 0, 3, 3, 1, 0, 4, 5, 9,11,16,24,20,28,26,28,24,28,25,22,21,16, 5, 7, 5, 7, 3, 2, 3, 3, 6,
|
|
0, 0, 2, 0, 2, 0, 4, 3, 8,12, 9,17,16,23,23,27,27,22,26,22,21,21,13,14, 5, 3, 7, 3, 2, 4, 6, 1,
|
|
2, 5, 6, 4, 0, 1, 5, 8, 7, 6,15,17,22,20,24,28,23,25,20,21,18,16,13,15,13,10, 8, 5, 5, 9, 3, 7,
|
|
7, 7, 0, 5, 1, 6, 7, 9,12, 9,12,21,22,25,24,22,23,25,24,18,24,22,17,13,10, 9,10, 9, 6,11, 6, 5,
|
|
};
|
|
|
|
const FTexture::Span FBackdropTexture::DummySpan[2] = { { 0, 160 }, { 0, 0 } };
|
|
|
|
FBackdropTexture::FBackdropTexture()
|
|
{
|
|
Width = 144;
|
|
Height = 160;
|
|
WidthBits = 8;
|
|
HeightBits = 8;
|
|
WidthMask = 255;
|
|
LastRenderTic = 0;
|
|
|
|
time1 = ANGLE_1*180;
|
|
time2 = ANGLE_1*56;
|
|
time3 = ANGLE_1*99;
|
|
time4 = ANGLE_1*1;
|
|
t1ang = ANGLE_90;
|
|
t2ang = 0;
|
|
z1ang = 0;
|
|
z2ang = ANGLE_90/2;
|
|
}
|
|
|
|
bool FBackdropTexture::CheckModified()
|
|
{
|
|
return LastRenderTic != gametic;
|
|
}
|
|
|
|
void FBackdropTexture::Unload()
|
|
{
|
|
}
|
|
|
|
const BYTE *FBackdropTexture::GetColumn(unsigned int column, const Span **spans_out)
|
|
{
|
|
if (LastRenderTic != gametic)
|
|
{
|
|
Render();
|
|
}
|
|
column = clamp(column, 0u, 143u);
|
|
if (spans_out != NULL)
|
|
{
|
|
*spans_out = DummySpan;
|
|
}
|
|
return Pixels + column*160;
|
|
}
|
|
|
|
const BYTE *FBackdropTexture::GetPixels()
|
|
{
|
|
if (LastRenderTic != gametic)
|
|
{
|
|
Render();
|
|
}
|
|
return Pixels;
|
|
}
|
|
|
|
// This is one plasma and two rotozoomers. I think it turned out quite awesome.
|
|
void FBackdropTexture::Render()
|
|
{
|
|
BYTE *from;
|
|
int width, height, pitch;
|
|
|
|
width = 160;
|
|
height = 144;
|
|
pitch = width;
|
|
|
|
int x, y;
|
|
|
|
const angle_t a1add = ANGLE_1/2;
|
|
const angle_t a2add = ANGLE_MAX-ANGLE_1;
|
|
const angle_t a3add = ANGLE_1*5/7;
|
|
const angle_t a4add = ANGLE_MAX-ANGLE_1*4/3;
|
|
|
|
const angle_t t1add = ANGLE_MAX-ANGLE_1*2;
|
|
const angle_t t2add = ANGLE_MAX-ANGLE_1*3+ANGLE_1/6;
|
|
const angle_t t3add = ANGLE_1*16/7;
|
|
const angle_t t4add = ANGLE_MAX-ANGLE_1*2/3;
|
|
const angle_t x1add = 5<<ANGLETOFINESHIFT;
|
|
const angle_t x2add = ANGLE_MAX-(13<<ANGLETOFINESHIFT);
|
|
const angle_t z1add = 3<<ANGLETOFINESHIFT;
|
|
const angle_t z2add = 4<<ANGLETOFINESHIFT;
|
|
|
|
angle_t a1, a2, a3, a4;
|
|
fixed_t c1, c2, c3, c4;
|
|
DWORD tx, ty, tc, ts;
|
|
DWORD ux, uy, uc, us;
|
|
DWORD ltx, lty, lux, luy;
|
|
|
|
from = Pixels;
|
|
|
|
a3 = time3;
|
|
a4 = time4;
|
|
|
|
fixed_t z1 = (finecosine[z2ang>>ANGLETOFINESHIFT]>>2)+FRACUNIT/2;
|
|
fixed_t z2 = (finecosine[z1ang>>ANGLETOFINESHIFT]>>2)+FRACUNIT*3/4;
|
|
|
|
tc = MulScale5 (finecosine[t1ang>>ANGLETOFINESHIFT], z1);
|
|
ts = MulScale5 (finesine[t1ang>>ANGLETOFINESHIFT], z1);
|
|
uc = MulScale5 (finecosine[t2ang>>ANGLETOFINESHIFT], z2);
|
|
us = MulScale5 (finesine[t2ang>>ANGLETOFINESHIFT], z2);
|
|
|
|
ltx = -width/2*tc;
|
|
lty = -width/2*ts;
|
|
lux = -width/2*uc;
|
|
luy = -width/2*us;
|
|
|
|
for (y = 0; y < height; ++y)
|
|
{
|
|
a1 = time1;
|
|
a2 = time2;
|
|
c3 = finecosine[a3>>ANGLETOFINESHIFT];
|
|
c4 = finecosine[a4>>ANGLETOFINESHIFT];
|
|
tx = ltx - (y-height/2)*ts;
|
|
ty = lty + (y-height/2)*tc;
|
|
ux = lux - (y-height/2)*us;
|
|
uy = luy + (y-height/2)*uc;
|
|
for (x = 0; x < width; ++x)
|
|
{
|
|
c1 = finecosine[a1>>ANGLETOFINESHIFT];
|
|
c2 = finecosine[a2>>ANGLETOFINESHIFT];
|
|
from[x] = ((c1 + c2 + c3 + c4) >> (FRACBITS+3-7)) + 128 // plasma
|
|
+ pattern1[(tx>>27)+((ty>>22)&992)] // rotozoomer 1
|
|
+ pattern2[(ux>>27)+((uy>>22)&992)]; // rotozoomer 2
|
|
tx += tc;
|
|
ty += ts;
|
|
ux += uc;
|
|
uy += us;
|
|
a1 += a1add;
|
|
a2 += a2add;
|
|
}
|
|
a3 += a3add;
|
|
a4 += a4add;
|
|
from += pitch;
|
|
}
|
|
|
|
time1 += t1add;
|
|
time2 += t2add;
|
|
time3 += t3add;
|
|
time4 += t4add;
|
|
t1ang += x1add;
|
|
t2ang += x2add;
|
|
z1ang += z1add;
|
|
z2ang += z2add;
|
|
|
|
LastRenderTic = gametic;
|
|
}
|
|
|
|
static void M_ChangeClass (int choice)
|
|
{
|
|
if (PlayerClasses.Size () == 1)
|
|
{
|
|
return;
|
|
}
|
|
|
|
int type = players[consoleplayer].userinfo.PlayerClass;
|
|
|
|
if (!choice)
|
|
type = (type < 0) ? (int)PlayerClasses.Size () - 1 : type - 1;
|
|
else
|
|
type = (type < (int)PlayerClasses.Size () - 1) ? type + 1 : -1;
|
|
|
|
cvar_set ("playerclass", type < 0 ? "Random" :
|
|
PlayerClasses[type].Type->Meta.GetMetaString (APMETA_DisplayName));
|
|
}
|
|
|
|
static void M_ChangeSkin (int choice)
|
|
{
|
|
if (GetDefaultByType (PlayerClass->Type)->flags4 & MF4_NOSKIN ||
|
|
players[consoleplayer].userinfo.PlayerClass == -1)
|
|
{
|
|
return;
|
|
}
|
|
|
|
do
|
|
{
|
|
if (!choice)
|
|
PlayerSkin = (PlayerSkin == 0) ? (int)numskins - 1 : PlayerSkin - 1;
|
|
else
|
|
PlayerSkin = (PlayerSkin < (int)numskins - 1) ? PlayerSkin + 1 : 0;
|
|
} while (!PlayerClass->CheckSkin (PlayerSkin));
|
|
|
|
R_GetPlayerTranslation (players[consoleplayer].userinfo.color,
|
|
P_GetPlayerColorSet(PlayerClass->Type->TypeName, players[consoleplayer].userinfo.colorset),
|
|
&skins[PlayerSkin], translationtables[TRANSLATION_Players][MAXPLAYERS]);
|
|
|
|
cvar_set ("skin", skins[PlayerSkin].name);
|
|
}
|
|
|
|
static void M_ChangeGender (int choice)
|
|
{
|
|
int gender = players[consoleplayer].userinfo.gender;
|
|
|
|
if (!choice)
|
|
gender = (gender == 0) ? 2 : gender - 1;
|
|
else
|
|
gender = (gender == 2) ? 0 : gender + 1;
|
|
|
|
cvar_set ("gender", genders[gender]);
|
|
}
|
|
|
|
static void M_ChangeAutoAim (int choice)
|
|
{
|
|
static const float ranges[] = { 0, 0.25, 0.5, 1, 2, 3, 5000 };
|
|
float aim = autoaim;
|
|
int i;
|
|
|
|
if (!choice) {
|
|
// Select a lower autoaim
|
|
|
|
for (i = 6; i >= 1; i--)
|
|
{
|
|
if (aim >= ranges[i])
|
|
{
|
|
aim = ranges[i - 1];
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Select a higher autoaim
|
|
|
|
for (i = 5; i >= 0; i--)
|
|
{
|
|
if (aim >= ranges[i])
|
|
{
|
|
aim = ranges[i + 1];
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
autoaim = aim;
|
|
}
|
|
|
|
static void M_EditPlayerName (int choice)
|
|
{
|
|
// we are going to be intercepting all chars
|
|
genStringEnter = 2;
|
|
genStringEnd = M_PlayerNameChanged;
|
|
genStringCancel = M_PlayerNameNotChanged;
|
|
genStringLen = MAXPLAYERNAME;
|
|
|
|
saveSlot = 0;
|
|
saveCharIndex = strlen (savegamestring);
|
|
}
|
|
|
|
static void M_PlayerNameNotChanged ()
|
|
{
|
|
strcpy (savegamestring, name);
|
|
}
|
|
|
|
static void M_PlayerNameChanged (FSaveGameNode *dummy)
|
|
{
|
|
const char *p;
|
|
FString command("name \"");
|
|
|
|
// Escape any backslashes or quotation marks before sending the name to the console.
|
|
for (p = savegamestring; *p != '\0'; ++p)
|
|
{
|
|
if (*p == '"' || *p == '\\')
|
|
{
|
|
command << '\\';
|
|
}
|
|
command << *p;
|
|
}
|
|
command << '"';
|
|
C_DoCommand (command);
|
|
}
|
|
|
|
static void M_ChangePlayerTeam (int choice)
|
|
{
|
|
if (!choice)
|
|
{
|
|
if (team == 0)
|
|
{
|
|
team = TEAM_NONE;
|
|
}
|
|
else if (team == TEAM_NONE)
|
|
{
|
|
team = Teams.Size () - 1;
|
|
}
|
|
else
|
|
{
|
|
team = team - 1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (team == int(Teams.Size () - 1))
|
|
{
|
|
team = TEAM_NONE;
|
|
}
|
|
else if (team == TEAM_NONE)
|
|
{
|
|
team = 0;
|
|
}
|
|
else
|
|
{
|
|
team = team + 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void M_ChangeColorSet (int choice)
|
|
{
|
|
int curpos = (int)PlayerColorSets.Size();
|
|
int mycolorset = players[consoleplayer].userinfo.colorset;
|
|
while (--curpos >= 0)
|
|
{
|
|
if (PlayerColorSets[curpos] == mycolorset)
|
|
break;
|
|
}
|
|
if (choice == 0)
|
|
{
|
|
curpos--;
|
|
}
|
|
else
|
|
{
|
|
curpos++;
|
|
}
|
|
if (curpos < -1)
|
|
{
|
|
curpos = (int)PlayerColorSets.Size() - 1;
|
|
}
|
|
else if (curpos >= (int)PlayerColorSets.Size())
|
|
{
|
|
curpos = -1;
|
|
}
|
|
mycolorset = (curpos >= 0) ? PlayerColorSets[curpos] : -1;
|
|
|
|
// disable the sliders if a valid colorset is selected
|
|
PlayerSetupMenu[PSM_RED].status =
|
|
PlayerSetupMenu[PSM_GREEN].status =
|
|
PlayerSetupMenu[PSM_BLUE].status = (mycolorset == -1? 2:-1);
|
|
|
|
char command[24];
|
|
mysnprintf(command, countof(command), "colorset %d", mycolorset);
|
|
C_DoCommand(command);
|
|
R_GetPlayerTranslation(players[consoleplayer].userinfo.color,
|
|
P_GetPlayerColorSet(PlayerClass->Type->TypeName, mycolorset),
|
|
&skins[PlayerSkin], translationtables[TRANSLATION_Players][MAXPLAYERS]);
|
|
}
|
|
|
|
static void SendNewColor (int red, int green, int blue)
|
|
{
|
|
char command[24];
|
|
|
|
mysnprintf (command, countof(command), "color \"%02x %02x %02x\"", red, green, blue);
|
|
C_DoCommand (command);
|
|
R_GetPlayerTranslation(MAKERGB (red, green, blue),
|
|
P_GetPlayerColorSet(PlayerClass->Type->TypeName, players[consoleplayer].userinfo.colorset),
|
|
&skins[PlayerSkin], translationtables[TRANSLATION_Players][MAXPLAYERS]);
|
|
}
|
|
|
|
static void M_SlidePlayerRed (int choice)
|
|
{
|
|
int color = players[consoleplayer].userinfo.color;
|
|
int red = RPART(color);
|
|
|
|
if (choice == 0) {
|
|
red -= 16;
|
|
if (red < 0)
|
|
red = 0;
|
|
} else {
|
|
red += 16;
|
|
if (red > 255)
|
|
red = 255;
|
|
}
|
|
|
|
SendNewColor (red, GPART(color), BPART(color));
|
|
}
|
|
|
|
static void M_SlidePlayerGreen (int choice)
|
|
{
|
|
int color = players[consoleplayer].userinfo.color;
|
|
int green = GPART(color);
|
|
|
|
if (choice == 0) {
|
|
green -= 16;
|
|
if (green < 0)
|
|
green = 0;
|
|
} else {
|
|
green += 16;
|
|
if (green > 255)
|
|
green = 255;
|
|
}
|
|
|
|
SendNewColor (RPART(color), green, BPART(color));
|
|
}
|
|
|
|
static void M_SlidePlayerBlue (int choice)
|
|
{
|
|
int color = players[consoleplayer].userinfo.color;
|
|
int blue = BPART(color);
|
|
|
|
if (choice == 0) {
|
|
blue -= 16;
|
|
if (blue < 0)
|
|
blue = 0;
|
|
} else {
|
|
blue += 16;
|
|
if (blue > 255)
|
|
blue = 255;
|
|
}
|
|
|
|
SendNewColor (RPART(color), GPART(color), blue);
|
|
}
|
|
|
|
|
|
//
|
|
// Menu Functions
|
|
//
|
|
void M_StartMessage (const char *string, void (*routine)(int))
|
|
{
|
|
C_HideConsole ();
|
|
messageLastMenuActive = menuactive;
|
|
messageToPrint = 1;
|
|
messageString = string;
|
|
messageRoutine = routine;
|
|
messageSelection = 0;
|
|
if (menuactive == MENU_Off)
|
|
{
|
|
M_ActivateMenuInput ();
|
|
}
|
|
if (messageRoutine != NULL)
|
|
{
|
|
S_StopSound (CHAN_VOICE);
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "menu/prompt", 1, ATTN_NONE);
|
|
}
|
|
return;
|
|
}
|
|
|
|
void M_EndMessage(int key)
|
|
{
|
|
menuactive = messageLastMenuActive;
|
|
messageToPrint = 0;
|
|
if (messageRoutine != NULL)
|
|
{
|
|
messageRoutine(key);
|
|
}
|
|
if (menuactive != MENU_Off)
|
|
{
|
|
M_DeactivateMenuInput();
|
|
}
|
|
SB_state = screen->GetPageCount(); // refresh the status bar
|
|
BorderNeedRefresh = screen->GetPageCount();
|
|
S_Sound(CHAN_VOICE | CHAN_UI, "menu/dismiss", 1, ATTN_NONE);
|
|
}
|
|
|
|
|
|
//
|
|
// Find string height from hu_font chars
|
|
//
|
|
int M_StringHeight (FFont *font, const char *string)
|
|
{
|
|
int h;
|
|
int height = font->GetHeight ();
|
|
|
|
h = height;
|
|
while (*string)
|
|
{
|
|
if ((*string++) == '\n')
|
|
h += height;
|
|
}
|
|
|
|
return h;
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// CONTROL PANEL
|
|
//
|
|
|
|
//
|
|
// M_Responder
|
|
//
|
|
bool M_Responder (event_t *ev)
|
|
{
|
|
int ch;
|
|
int i;
|
|
EMenuKey mkey = NUM_MKEYS;
|
|
bool keyup = true;
|
|
|
|
ch = -1;
|
|
|
|
if (chatmodeon)
|
|
{
|
|
return false;
|
|
}
|
|
if (menuactive == MENU_Off && ev->type == EV_KeyDown)
|
|
{
|
|
// Pop-up menu?
|
|
if (ev->data1 == KEY_ESCAPE)
|
|
{
|
|
M_StartControlPanel(true, true);
|
|
return true;
|
|
}
|
|
// If devparm is set, pressing F1 always takes a screenshot no matter
|
|
// what it's bound to. (for those who don't bother to read the docs)
|
|
if (devparm && ev->data1 == KEY_F1)
|
|
{
|
|
G_ScreenShot(NULL);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
if (menuactive == MENU_WaitKey && OptionsActive)
|
|
{
|
|
M_OptResponder(ev);
|
|
return true;
|
|
}
|
|
if (menuactive != MENU_On && menuactive != MENU_OnNoPause &&
|
|
!genStringEnter && !messageToPrint)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// There are a few input sources we are interested in:
|
|
//
|
|
// EV_KeyDown / EV_KeyUp : joysticks/gamepads/controllers
|
|
// EV_GUI_KeyDown / EV_GUI_KeyUp : the keyboard
|
|
// EV_GUI_Char : printable characters, which we want in string input mode
|
|
//
|
|
// This code previously listened for EV_GUI_KeyRepeat to handle repeating
|
|
// in the menus, but that doesn't work with gamepads, so now we combine
|
|
// the multiple inputs into buttons and handle the repetition manually.
|
|
if (ev->type == EV_GUI_Event)
|
|
{
|
|
// Save game and player name string input
|
|
if (genStringEnter)
|
|
{
|
|
if (ev->subtype == EV_GUI_Char)
|
|
{
|
|
InputGridOkay = false;
|
|
if (saveCharIndex < genStringLen &&
|
|
(genStringEnter == 2/*entering player name*/ || (size_t)SmallFont->StringWidth(savegamestring) < (genStringLen-1)*8))
|
|
{
|
|
savegamestring[saveCharIndex] = (char)ev->data1;
|
|
savegamestring[++saveCharIndex] = 0;
|
|
}
|
|
return true;
|
|
}
|
|
ch = ev->data1;
|
|
if ((ev->subtype == EV_GUI_KeyDown || ev->subtype == EV_GUI_KeyRepeat) && ch == '\b')
|
|
{
|
|
if (saveCharIndex > 0)
|
|
{
|
|
saveCharIndex--;
|
|
savegamestring[saveCharIndex] = 0;
|
|
}
|
|
}
|
|
else if (ev->subtype == EV_GUI_KeyDown)
|
|
{
|
|
if (ch == GK_ESCAPE)
|
|
{
|
|
genStringEnter = 0;
|
|
genStringCancel(); // [RH] Function to call when escape is pressed
|
|
}
|
|
else if (ch == '\r')
|
|
{
|
|
if (savegamestring[0])
|
|
{
|
|
genStringEnter = 0;
|
|
if (messageToPrint)
|
|
M_ClearMenus ();
|
|
genStringEnd (SelSaveGame); // [RH] Function to call when enter is pressed
|
|
}
|
|
}
|
|
}
|
|
if (ev->subtype == EV_GUI_KeyDown || ev->subtype == EV_GUI_KeyRepeat)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
if (ev->subtype != EV_GUI_KeyDown && ev->subtype != EV_GUI_KeyUp)
|
|
{
|
|
return false;
|
|
}
|
|
if (ev->subtype == EV_GUI_KeyRepeat)
|
|
{
|
|
// We do our own key repeat handling but still want to eat the
|
|
// OS's repeated keys.
|
|
return true;
|
|
}
|
|
ch = ev->data1;
|
|
keyup = ev->subtype == EV_GUI_KeyUp;
|
|
if (messageToPrint && messageRoutine == NULL)
|
|
{
|
|
if (!keyup && !OptionsActive)
|
|
{
|
|
D_RemoveNextCharEvent();
|
|
M_EndMessage(ch);
|
|
return true;
|
|
}
|
|
}
|
|
switch (ch)
|
|
{
|
|
case GK_ESCAPE: mkey = MKEY_Back; break;
|
|
case GK_RETURN: mkey = MKEY_Enter; break;
|
|
case GK_UP: mkey = MKEY_Up; break;
|
|
case GK_DOWN: mkey = MKEY_Down; break;
|
|
case GK_LEFT: mkey = MKEY_Left; break;
|
|
case GK_RIGHT: mkey = MKEY_Right; break;
|
|
case GK_BACKSPACE: mkey = MKEY_Clear; break;
|
|
case GK_PGUP: mkey = MKEY_PageUp; break;
|
|
case GK_PGDN: mkey = MKEY_PageDown; break;
|
|
default:
|
|
if (ch == ' ' && currentMenu == &PSetupDef)
|
|
{
|
|
mkey = MKEY_Clear;
|
|
}
|
|
else if (!keyup)
|
|
{
|
|
if (OptionsActive)
|
|
{
|
|
M_OptResponder(ev);
|
|
}
|
|
else
|
|
{
|
|
ch = tolower (ch);
|
|
if (messageToPrint)
|
|
{
|
|
// Take care of any messages that need input
|
|
ch = tolower (ch);
|
|
assert(messageRoutine != NULL);
|
|
if (ch != ' ' && ch != 'n' && ch != 'y')
|
|
{
|
|
return false;
|
|
}
|
|
D_RemoveNextCharEvent();
|
|
M_EndMessage(ch);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
// Search for a menu item associated with the pressed key.
|
|
for (i = (itemOn + 1) % currentMenu->numitems;
|
|
i != itemOn;
|
|
i = (i + 1) % currentMenu->numitems)
|
|
{
|
|
if (currentMenu->menuitems[i].alphaKey == ch)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
if (currentMenu->menuitems[i].alphaKey == ch)
|
|
{
|
|
itemOn = i;
|
|
S_Sound(CHAN_VOICE | CHAN_UI, "menu/cursor", 1, ATTN_NONE);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
if (!keyup)
|
|
{
|
|
InputGridOkay = false;
|
|
}
|
|
}
|
|
else if (ev->type == EV_KeyDown || ev->type == EV_KeyUp)
|
|
{
|
|
keyup = ev->type == EV_KeyUp;
|
|
// If this is a button down, it's okay to show the input grid if the
|
|
// next action causes us to enter genStringEnter mode. If we are
|
|
// already in that mode, then we let M_ButtonHandler() turn it on so
|
|
// that it will know if a button press happened while the input grid
|
|
// was turned off.
|
|
if (!keyup && !genStringEnter)
|
|
{
|
|
InputGridOkay = true;
|
|
}
|
|
ch = ev->data1;
|
|
switch (ch)
|
|
{
|
|
case KEY_JOY1:
|
|
case KEY_PAD_A:
|
|
mkey = MKEY_Enter;
|
|
break;
|
|
|
|
case KEY_JOY2:
|
|
case KEY_PAD_B:
|
|
mkey = MKEY_Back;
|
|
break;
|
|
|
|
case KEY_JOY3:
|
|
case KEY_PAD_X:
|
|
mkey = MKEY_Clear;
|
|
break;
|
|
|
|
case KEY_JOY5:
|
|
case KEY_PAD_LSHOULDER:
|
|
mkey = MKEY_PageUp;
|
|
break;
|
|
|
|
case KEY_JOY6:
|
|
case KEY_PAD_RSHOULDER:
|
|
mkey = MKEY_PageDown;
|
|
break;
|
|
|
|
case KEY_PAD_DPAD_UP:
|
|
case KEY_PAD_LTHUMB_UP:
|
|
case KEY_JOYAXIS1MINUS:
|
|
case KEY_JOYPOV1_UP:
|
|
mkey = MKEY_Up;
|
|
break;
|
|
|
|
case KEY_PAD_DPAD_DOWN:
|
|
case KEY_PAD_LTHUMB_DOWN:
|
|
case KEY_JOYAXIS1PLUS:
|
|
case KEY_JOYPOV1_DOWN:
|
|
mkey = MKEY_Down;
|
|
break;
|
|
|
|
case KEY_PAD_DPAD_LEFT:
|
|
case KEY_PAD_LTHUMB_LEFT:
|
|
case KEY_JOYAXIS2MINUS:
|
|
case KEY_JOYPOV1_LEFT:
|
|
mkey = MKEY_Left;
|
|
break;
|
|
|
|
case KEY_PAD_DPAD_RIGHT:
|
|
case KEY_PAD_LTHUMB_RIGHT:
|
|
case KEY_JOYAXIS2PLUS:
|
|
case KEY_JOYPOV1_RIGHT:
|
|
mkey = MKEY_Right;
|
|
break;
|
|
}
|
|
// Any button press will work for messages without callbacks
|
|
if (!keyup && messageToPrint && messageRoutine == NULL)
|
|
{
|
|
M_EndMessage(ch);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
if (mkey != NUM_MKEYS)
|
|
{
|
|
if (keyup)
|
|
{
|
|
MenuButtons[mkey].ReleaseKey(ch);
|
|
}
|
|
else
|
|
{
|
|
MenuButtons[mkey].PressKey(ch);
|
|
if (mkey <= MKEY_PageDown)
|
|
{
|
|
MenuButtonTickers[mkey] = KEY_REPEAT_DELAY;
|
|
}
|
|
M_ButtonHandler(mkey, false);
|
|
}
|
|
}
|
|
|
|
if (ev->type == EV_GUI_Event && (currentMenu == &SaveDef || currentMenu == &LoadDef))
|
|
{
|
|
return M_SaveLoadResponder (ev);
|
|
}
|
|
|
|
// Eat key downs, but let the rest through.
|
|
return !keyup;
|
|
}
|
|
|
|
void M_ButtonHandler(EMenuKey key, bool repeat)
|
|
{
|
|
if (OptionsActive)
|
|
{
|
|
M_OptButtonHandler(key, repeat);
|
|
return;
|
|
}
|
|
if (key == MKEY_Back)
|
|
{
|
|
if (genStringEnter)
|
|
{
|
|
// Cancel string entry.
|
|
genStringEnter = 0;
|
|
genStringCancel();
|
|
}
|
|
else if (messageToPrint)
|
|
{
|
|
M_EndMessage(GK_ESCAPE);
|
|
}
|
|
else
|
|
{
|
|
// Save the cursor position on the current menu, and pop it off the stack
|
|
// to go back to the previous menu.
|
|
currentMenu->lastOn = itemOn;
|
|
M_PopMenuStack();
|
|
}
|
|
return;
|
|
}
|
|
if (messageToPrint)
|
|
{
|
|
if (key == MKEY_Down || key == MKEY_Up)
|
|
{
|
|
messageSelection ^= 1;
|
|
}
|
|
else if (key == MKEY_Enter)
|
|
{
|
|
M_EndMessage(messageSelection == 0 ? 'y' : 'n');
|
|
}
|
|
return;
|
|
}
|
|
if (genStringEnter)
|
|
{
|
|
int ch;
|
|
|
|
switch (key)
|
|
{
|
|
case MKEY_Down:
|
|
InputGridY = (InputGridY + 1) % INPUTGRID_HEIGHT;
|
|
break;
|
|
|
|
case MKEY_Up:
|
|
InputGridY = (InputGridY + INPUTGRID_HEIGHT - 1) % INPUTGRID_HEIGHT;
|
|
break;
|
|
|
|
case MKEY_Right:
|
|
InputGridX = (InputGridX + 1) % INPUTGRID_WIDTH;
|
|
break;
|
|
|
|
case MKEY_Left:
|
|
InputGridX = (InputGridX + INPUTGRID_WIDTH - 1) % INPUTGRID_WIDTH;
|
|
break;
|
|
|
|
case MKEY_Clear:
|
|
if (saveCharIndex > 0)
|
|
{
|
|
savegamestring[--saveCharIndex] = 0;
|
|
}
|
|
break;
|
|
|
|
case MKEY_Enter:
|
|
assert(unsigned(InputGridX) < INPUTGRID_WIDTH && unsigned(InputGridY) < INPUTGRID_HEIGHT);
|
|
if (InputGridOkay)
|
|
{
|
|
ch = InputGridChars[InputGridX + InputGridY * INPUTGRID_WIDTH];
|
|
if (ch == 0) // end
|
|
{
|
|
if (savegamestring[0] != '\0')
|
|
{
|
|
genStringEnter = 0;
|
|
if (messageToPrint)
|
|
{
|
|
M_ClearMenus();
|
|
}
|
|
genStringEnd(SelSaveGame);
|
|
}
|
|
}
|
|
else if (ch == '\b') // bs
|
|
{
|
|
if (saveCharIndex > 0)
|
|
{
|
|
savegamestring[--saveCharIndex] = 0;
|
|
}
|
|
}
|
|
else if (saveCharIndex < genStringLen &&
|
|
(genStringEnter == 2/*entering player name*/ || (size_t)SmallFont->StringWidth(savegamestring) < (genStringLen-1)*8))
|
|
{
|
|
savegamestring[saveCharIndex] = ch;
|
|
savegamestring[++saveCharIndex] = 0;
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break; // Keep GCC quiet
|
|
}
|
|
InputGridOkay = true;
|
|
return;
|
|
}
|
|
if (currentMenu == &SaveDef || currentMenu == &LoadDef)
|
|
{
|
|
M_SaveLoadButtonHandler(key);
|
|
return;
|
|
}
|
|
switch (key)
|
|
{
|
|
case MKEY_Down:
|
|
do
|
|
{
|
|
if (itemOn + 1 >= currentMenu->numitems)
|
|
itemOn = 0;
|
|
else itemOn++;
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "menu/cursor", 1, ATTN_NONE);
|
|
} while (currentMenu->menuitems[itemOn].status == -1);
|
|
break;
|
|
|
|
case MKEY_Up:
|
|
do
|
|
{
|
|
if (itemOn == 0)
|
|
itemOn = currentMenu->numitems - 1;
|
|
else itemOn--;
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "menu/cursor", 1, ATTN_NONE);
|
|
} while (currentMenu->menuitems[itemOn].status == -1);
|
|
break;
|
|
|
|
case MKEY_Left:
|
|
if (currentMenu->menuitems[itemOn].routine &&
|
|
currentMenu->menuitems[itemOn].status == 2)
|
|
{
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "menu/change", 1, ATTN_NONE);
|
|
currentMenu->menuitems[itemOn].routine(0);
|
|
}
|
|
break;
|
|
|
|
case MKEY_Right:
|
|
if (currentMenu->menuitems[itemOn].routine &&
|
|
currentMenu->menuitems[itemOn].status == 2)
|
|
{
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "menu/change", 1, ATTN_NONE);
|
|
currentMenu->menuitems[itemOn].routine(1);
|
|
}
|
|
break;
|
|
|
|
case MKEY_Enter:
|
|
if (currentMenu->menuitems[itemOn].routine &&
|
|
currentMenu->menuitems[itemOn].status)
|
|
{
|
|
currentMenu->lastOn = itemOn;
|
|
if (currentMenu->menuitems[itemOn].status == 2)
|
|
{
|
|
currentMenu->menuitems[itemOn].routine(1); // right arrow
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "menu/change", 1, ATTN_NONE);
|
|
}
|
|
else
|
|
{
|
|
currentMenu->menuitems[itemOn].routine(itemOn);
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "menu/choose", 1, ATTN_NONE);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case MKEY_Clear:
|
|
if (currentMenu == &PSetupDef)
|
|
{
|
|
PlayerRotation ^= 8;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break; // Keep GCC quiet
|
|
}
|
|
}
|
|
|
|
static void M_SaveLoadButtonHandler(EMenuKey key)
|
|
{
|
|
if (SelSaveGame == NULL || SelSaveGame->Succ == NULL)
|
|
{
|
|
return;
|
|
}
|
|
switch (key)
|
|
{
|
|
case MKEY_Up:
|
|
if (SelSaveGame != SaveGames.Head)
|
|
{
|
|
if (SelSaveGame == TopSaveGame)
|
|
{
|
|
TopSaveGame = static_cast<FSaveGameNode *>(TopSaveGame->Pred);
|
|
}
|
|
SelSaveGame = static_cast<FSaveGameNode *>(SelSaveGame->Pred);
|
|
}
|
|
else
|
|
{
|
|
SelSaveGame = static_cast<FSaveGameNode *>(SaveGames.TailPred);
|
|
}
|
|
M_UnloadSaveData ();
|
|
M_ExtractSaveData (SelSaveGame);
|
|
break;
|
|
|
|
case MKEY_Down:
|
|
if (SelSaveGame != SaveGames.TailPred)
|
|
{
|
|
SelSaveGame = static_cast<FSaveGameNode *>(SelSaveGame->Succ);
|
|
}
|
|
else
|
|
{
|
|
SelSaveGame = TopSaveGame =
|
|
static_cast<FSaveGameNode *>(SaveGames.Head);
|
|
}
|
|
M_UnloadSaveData ();
|
|
M_ExtractSaveData (SelSaveGame);
|
|
break;
|
|
|
|
case MKEY_Enter:
|
|
if (currentMenu == &LoadDef)
|
|
{
|
|
M_LoadSelect (SelSaveGame);
|
|
}
|
|
else
|
|
{
|
|
M_SaveSelect (SelSaveGame);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break; // Keep GCC quiet
|
|
}
|
|
}
|
|
|
|
static bool M_SaveLoadResponder (event_t *ev)
|
|
{
|
|
if (ev->subtype != EV_GUI_KeyDown)
|
|
{
|
|
return false;
|
|
}
|
|
if (SelSaveGame != NULL && SelSaveGame->Succ != NULL)
|
|
{
|
|
switch (ev->data1)
|
|
{
|
|
case GK_F1:
|
|
if (!SelSaveGame->Filename.IsEmpty())
|
|
{
|
|
char workbuf[512];
|
|
|
|
mysnprintf (workbuf, countof(workbuf), "File on disk:\n%s", SelSaveGame->Filename.GetChars());
|
|
if (SaveComment != NULL)
|
|
{
|
|
V_FreeBrokenLines (SaveComment);
|
|
}
|
|
SaveComment = V_BreakLines (SmallFont, 216*screen->GetWidth()/640/CleanXfac, workbuf);
|
|
}
|
|
break;
|
|
|
|
case GK_DEL:
|
|
case '\b':
|
|
if (SelSaveGame != &NewSaveNode)
|
|
{
|
|
EndString.Format("%s" TEXTCOLOR_WHITE "%s" TEXTCOLOR_NORMAL "?\n\n%s",
|
|
GStrings("MNU_DELETESG"), SelSaveGame->Title, GStrings("PRESSYN"));
|
|
|
|
M_StartMessage (EndString, M_DeleteSaveResponse);
|
|
}
|
|
break;
|
|
|
|
case 'N':
|
|
if (currentMenu == &SaveDef)
|
|
{
|
|
SelSaveGame = TopSaveGame = &NewSaveNode;
|
|
M_UnloadSaveData ();
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
static void M_LoadSelect (const FSaveGameNode *file)
|
|
{
|
|
G_LoadGame (file->Filename.GetChars());
|
|
if (gamestate == GS_FULLCONSOLE)
|
|
{
|
|
gamestate = GS_HIDECONSOLE;
|
|
}
|
|
if (quickSaveSlot == (FSaveGameNode *)1)
|
|
{
|
|
quickSaveSlot = SelSaveGame;
|
|
}
|
|
M_ClearMenus ();
|
|
BorderNeedRefresh = screen->GetPageCount ();
|
|
}
|
|
|
|
|
|
//
|
|
// User wants to save. Start string input for M_Responder
|
|
//
|
|
static void M_CancelSaveName ()
|
|
{
|
|
}
|
|
|
|
static void M_SaveSelect (const FSaveGameNode *file)
|
|
{
|
|
// we are going to be intercepting all chars
|
|
genStringEnter = 1;
|
|
genStringEnd = M_DoSave;
|
|
genStringCancel = M_CancelSaveName;
|
|
genStringLen = SAVESTRINGSIZE-1;
|
|
|
|
if (file != &NewSaveNode)
|
|
{
|
|
strcpy (savegamestring, file->Title);
|
|
}
|
|
else
|
|
{
|
|
// If we are naming a new save, don't start the cursor on "end".
|
|
if (InputGridX == INPUTGRID_WIDTH - 1 && InputGridY == INPUTGRID_HEIGHT - 1)
|
|
{
|
|
InputGridX = 0;
|
|
InputGridY = 0;
|
|
}
|
|
savegamestring[0] = 0;
|
|
}
|
|
saveCharIndex = strlen (savegamestring);
|
|
}
|
|
|
|
static void M_DeleteSaveResponse (int choice)
|
|
{
|
|
M_ClearSaveStuff ();
|
|
if (choice == 'y')
|
|
{
|
|
FSaveGameNode *next = static_cast<FSaveGameNode *>(SelSaveGame->Succ);
|
|
if (next->Succ == NULL)
|
|
{
|
|
next = static_cast<FSaveGameNode *>(SelSaveGame->Pred);
|
|
if (next->Pred == NULL)
|
|
{
|
|
next = NULL;
|
|
}
|
|
}
|
|
|
|
remove (SelSaveGame->Filename.GetChars());
|
|
M_UnloadSaveData ();
|
|
SelSaveGame = M_RemoveSaveSlot (SelSaveGame);
|
|
M_ExtractSaveData (SelSaveGame);
|
|
}
|
|
}
|
|
|
|
//
|
|
// M_StartControlPanel
|
|
//
|
|
void M_StartControlPanel (bool makeSound, bool wantTop)
|
|
{
|
|
// intro might call this repeatedly
|
|
if (menuactive == MENU_On)
|
|
return;
|
|
|
|
for (int i = 0; i < NUM_MKEYS; ++i)
|
|
{
|
|
MenuButtons[i].ReleaseKey(0);
|
|
}
|
|
drawSkull = true;
|
|
MenuStackDepth = 0;
|
|
if (wantTop)
|
|
{
|
|
M_SetupNextMenu(TopLevelMenu);
|
|
}
|
|
else
|
|
{
|
|
// Just a default. The caller ought to call M_SetupNextMenu() next.
|
|
currentMenu = TopLevelMenu;
|
|
itemOn = currentMenu->lastOn;
|
|
}
|
|
C_HideConsole (); // [RH] Make sure console goes bye bye.
|
|
OptionsActive = false; // [RH] Make sure none of the options menus appear.
|
|
M_ActivateMenuInput ();
|
|
|
|
if (makeSound)
|
|
{
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "menu/activate", 1, ATTN_NONE);
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// M_Drawer
|
|
// Called after the view has been rendered,
|
|
// but before it has been blitted.
|
|
//
|
|
void M_Drawer ()
|
|
{
|
|
int i, x, y, max;
|
|
PalEntry fade = 0;
|
|
|
|
player_t *player = &players[consoleplayer];
|
|
AActor *camera = player->camera;
|
|
|
|
if (!screen->Accel2D && camera != NULL && (gamestate == GS_LEVEL || gamestate == GS_TITLELEVEL))
|
|
{
|
|
if (camera->player != NULL)
|
|
{
|
|
player = camera->player;
|
|
}
|
|
fade = PalEntry (BYTE(player->BlendA*255), BYTE(player->BlendR*255), BYTE(player->BlendG*255), BYTE(player->BlendB*255));
|
|
}
|
|
|
|
// Horiz. & Vertically center string and print it.
|
|
if (messageToPrint)
|
|
{
|
|
int fontheight = SmallFont->GetHeight();
|
|
screen->Dim (fade);
|
|
BorderNeedRefresh = screen->GetPageCount ();
|
|
SB_state = screen->GetPageCount ();
|
|
|
|
FBrokenLines *lines = V_BreakLines (SmallFont, 320, messageString);
|
|
y = 100;
|
|
|
|
for (i = 0; lines[i].Width >= 0; i++)
|
|
y -= SmallFont->GetHeight () / 2;
|
|
|
|
for (i = 0; lines[i].Width >= 0; i++)
|
|
{
|
|
screen->DrawText (SmallFont, CR_UNTRANSLATED, 160 - lines[i].Width/2, y, lines[i].Text,
|
|
DTA_Clean, true, TAG_DONE);
|
|
y += fontheight;
|
|
}
|
|
V_FreeBrokenLines (lines);
|
|
if (messageRoutine != NULL)
|
|
{
|
|
y += fontheight;
|
|
screen->DrawText(SmallFont, CR_UNTRANSLATED, 160, y, GStrings["TXT_YES"], DTA_Clean, true, TAG_DONE);
|
|
screen->DrawText(SmallFont, CR_UNTRANSLATED, 160, y + fontheight + 1, GStrings["TXT_NO"], DTA_Clean, true, TAG_DONE);
|
|
if (skullAnimCounter < 6)
|
|
{
|
|
screen->DrawText(ConFont, CR_RED,
|
|
(150 - 160) * CleanXfac + screen->GetWidth() / 2,
|
|
(y + (fontheight + 1) * messageSelection - 100) * CleanYfac + screen->GetHeight() / 2,
|
|
"\xd",
|
|
DTA_CellX, 8 * CleanXfac,
|
|
DTA_CellY, 8 * CleanYfac,
|
|
TAG_DONE);
|
|
}
|
|
}
|
|
}
|
|
else if (menuactive != MENU_Off)
|
|
{
|
|
if (InfoType == 0 && !OptionsActive)
|
|
{
|
|
screen->Dim (fade);
|
|
}
|
|
// For Heretic shareware message:
|
|
if (showSharewareMessage)
|
|
{
|
|
const char *text = GStrings("MNU_ONLYREGISTERED");
|
|
screen->DrawText (SmallFont, CR_WHITE, 160 - SmallFont->StringWidth(text)/2,
|
|
8, text, DTA_Clean, true, TAG_DONE);
|
|
}
|
|
|
|
BorderNeedRefresh = screen->GetPageCount ();
|
|
SB_state = screen->GetPageCount ();
|
|
|
|
if (OptionsActive)
|
|
{
|
|
M_OptDrawer ();
|
|
}
|
|
else
|
|
{
|
|
if (currentMenu->routine)
|
|
currentMenu->routine(); // call Draw routine
|
|
|
|
// DRAW MENU
|
|
x = currentMenu->x;
|
|
y = currentMenu->y;
|
|
max = currentMenu->numitems;
|
|
|
|
for (i = 0; i < max; i++)
|
|
{
|
|
if (currentMenu->menuitems[i].name)
|
|
{
|
|
if (currentMenu->menuitems[i].fulltext)
|
|
{
|
|
int color = currentMenu->menuitems[i].textcolor;
|
|
if (color == CR_UNTRANSLATED)
|
|
{
|
|
// The default DBIGFONT is white but Doom's default should be red.
|
|
if (gameinfo.gametype & GAME_DoomChex)
|
|
{
|
|
color = CR_RED;
|
|
}
|
|
}
|
|
const char *text = currentMenu->menuitems[i].name;
|
|
if (*text == '$') text = GStrings(text+1);
|
|
screen->DrawText (BigFont, color, x, y, text,
|
|
DTA_Clean, true, TAG_DONE);
|
|
}
|
|
else
|
|
{
|
|
screen->DrawTexture (TexMan[currentMenu->menuitems[i].name], x, y,
|
|
DTA_Clean, true, TAG_DONE);
|
|
}
|
|
}
|
|
y += LINEHEIGHT;
|
|
}
|
|
|
|
// DRAW CURSOR
|
|
if (drawSkull)
|
|
{
|
|
if (currentMenu == &PSetupDef)
|
|
{
|
|
// [RH] Use options menu cursor for the player setup menu.
|
|
if (skullAnimCounter < 6)
|
|
{
|
|
double item;
|
|
// The green slider is halfway between lines, and the red and
|
|
// blue ones are offset slightly to make room for it.
|
|
if (itemOn < 3)
|
|
{
|
|
item = itemOn;
|
|
}
|
|
else if (itemOn > 5)
|
|
{
|
|
item = itemOn - 1;
|
|
}
|
|
else if (itemOn == 3)
|
|
{
|
|
item = 2.875;
|
|
}
|
|
else if (itemOn == 4)
|
|
{
|
|
item = 3.5;
|
|
}
|
|
else
|
|
{
|
|
item = 4.125;
|
|
}
|
|
screen->DrawText (ConFont, CR_RED, x - 16,
|
|
currentMenu->y + int(item*PLAYERSETUP_LINEHEIGHT) +
|
|
(!(gameinfo.gametype & (GAME_DoomStrifeChex)) ? 6 : -1), "\xd",
|
|
DTA_Clean, true, TAG_DONE);
|
|
}
|
|
}
|
|
else if (gameinfo.gametype & GAME_DoomChex)
|
|
{
|
|
screen->DrawTexture (TexMan("M_SKULL1"),
|
|
x + SKULLXOFF, currentMenu->y - 5 + itemOn*LINEHEIGHT,
|
|
DTA_Clean, true, TAG_DONE);
|
|
}
|
|
else if (gameinfo.gametype == GAME_Strife)
|
|
{
|
|
screen->DrawTexture (TexMan("M_CURS1"),
|
|
x - 28, currentMenu->y - 5 + itemOn*LINEHEIGHT,
|
|
DTA_Clean, true, TAG_DONE);
|
|
}
|
|
else
|
|
{
|
|
screen->DrawTexture (TexMan("M_SLCTR1"),
|
|
x + SELECTOR_XOFFSET,
|
|
currentMenu->y + itemOn*LINEHEIGHT + SELECTOR_YOFFSET,
|
|
DTA_Clean, true, TAG_DONE);
|
|
}
|
|
}
|
|
}
|
|
if (genStringEnter && InputGridOkay)
|
|
{
|
|
M_DrawInputGrid();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
static void M_ClearSaveStuff ()
|
|
{
|
|
M_UnloadSaveData ();
|
|
if (SaveGames.Head == &NewSaveNode)
|
|
{
|
|
SaveGames.RemHead ();
|
|
if (SelSaveGame == &NewSaveNode)
|
|
{
|
|
SelSaveGame = static_cast<FSaveGameNode *>(SaveGames.Head);
|
|
}
|
|
if (TopSaveGame == &NewSaveNode)
|
|
{
|
|
TopSaveGame = static_cast<FSaveGameNode *>(SaveGames.Head);
|
|
}
|
|
}
|
|
if (quickSaveSlot == (FSaveGameNode *)1)
|
|
{
|
|
quickSaveSlot = NULL;
|
|
}
|
|
}
|
|
|
|
static void M_DrawInputGrid()
|
|
{
|
|
const int cell_width = 18 * CleanXfac;
|
|
const int cell_height = 12 * CleanYfac;
|
|
const int top_padding = cell_height / 2 - SmallFont->GetHeight() * CleanYfac / 2;
|
|
|
|
// Darken the background behind the character grid.
|
|
// Unless we frame it with a border, I think it looks better to extend the
|
|
// background across the full width of the screen.
|
|
screen->Dim(0, 0.8f,
|
|
0 /*screen->GetWidth()/2 - 13 * cell_width / 2*/,
|
|
screen->GetHeight() - 5 * cell_height,
|
|
screen->GetWidth() /*13 * cell_width*/,
|
|
5 * cell_height);
|
|
|
|
// Highlight the background behind the selected character.
|
|
screen->Dim(MAKERGB(255,248,220), 0.6f,
|
|
InputGridX * cell_width - INPUTGRID_WIDTH * cell_width / 2 + screen->GetWidth() / 2,
|
|
InputGridY * cell_height - INPUTGRID_HEIGHT * cell_height + screen->GetHeight(),
|
|
cell_width, cell_height);
|
|
|
|
for (int y = 0; y < INPUTGRID_HEIGHT; ++y)
|
|
{
|
|
const int yy = y * cell_height - INPUTGRID_HEIGHT * cell_height + screen->GetHeight();
|
|
for (int x = 0; x < INPUTGRID_WIDTH; ++x)
|
|
{
|
|
int width;
|
|
const int xx = x * cell_width - INPUTGRID_WIDTH * cell_width / 2 + screen->GetWidth() / 2;
|
|
const int ch = InputGridChars[y * INPUTGRID_WIDTH + x];
|
|
FTexture *pic = SmallFont->GetChar(ch, &width);
|
|
EColorRange color;
|
|
FRemapTable *remap;
|
|
|
|
// The highlighted character is yellow; the rest are dark gray.
|
|
color = (x == InputGridX && y == InputGridY) ? CR_YELLOW : CR_DARKGRAY;
|
|
remap = SmallFont->GetColorTranslation(color);
|
|
|
|
if (pic != NULL)
|
|
{
|
|
// Draw a normal character.
|
|
screen->DrawTexture(pic, xx + cell_width/2 - width*CleanXfac/2, yy + top_padding,
|
|
DTA_Translation, remap,
|
|
DTA_CleanNoMove, true,
|
|
TAG_DONE);
|
|
}
|
|
else if (ch == ' ')
|
|
{
|
|
// Draw the space as a box outline. We also draw it 50% wider than it really is.
|
|
const int x1 = xx + cell_width/2 - width * CleanXfac * 3 / 4;
|
|
const int x2 = x1 + width * 3 * CleanXfac / 2;
|
|
const int y1 = yy + top_padding;
|
|
const int y2 = y1 + SmallFont->GetHeight() * CleanYfac;
|
|
const int palentry = remap->Remap[remap->NumEntries*2/3];
|
|
const uint32 palcolor = remap->Palette[remap->NumEntries*2/3];
|
|
screen->Clear(x1, y1, x2, y1+CleanYfac, palentry, palcolor); // top
|
|
screen->Clear(x1, y2, x2, y2+CleanYfac, palentry, palcolor); // bottom
|
|
screen->Clear(x1, y1+CleanYfac, x1+CleanXfac, y2, palentry, palcolor); // left
|
|
screen->Clear(x2-CleanXfac, y1+CleanYfac, x2, y2, palentry, palcolor); // right
|
|
}
|
|
else if (ch == '\b' || ch == 0)
|
|
{
|
|
// Draw the backspace and end "characters".
|
|
const char *const str = ch == '\b' ? "BS" : "ED";
|
|
screen->DrawText(SmallFont, color,
|
|
xx + cell_width/2 - SmallFont->StringWidth(str)*CleanXfac/2,
|
|
yy + top_padding, str, DTA_CleanNoMove, true, TAG_DONE);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// M_ClearMenus
|
|
//
|
|
void M_ClearMenus ()
|
|
{
|
|
if (FireTexture)
|
|
{
|
|
delete FireTexture;
|
|
FireTexture = NULL;
|
|
}
|
|
M_ClearSaveStuff ();
|
|
M_DeactivateMenuInput ();
|
|
MenuStackDepth = 0;
|
|
OptionsActive = false;
|
|
InfoType = 0;
|
|
drawSkull = true;
|
|
M_DemoNoPlay = false;
|
|
BorderNeedRefresh = screen->GetPageCount ();
|
|
}
|
|
|
|
|
|
|
|
|
|
//
|
|
// M_SetupNextMenu
|
|
//
|
|
void M_SetupNextMenu (oldmenu_t *menudef)
|
|
{
|
|
MenuStack[MenuStackDepth].menu.old = menudef;
|
|
MenuStack[MenuStackDepth].isNewStyle = false;
|
|
MenuStack[MenuStackDepth].drawSkull = drawSkull;
|
|
MenuStackDepth++;
|
|
|
|
currentMenu = menudef;
|
|
itemOn = currentMenu->lastOn;
|
|
}
|
|
|
|
|
|
void M_PopMenuStack (void)
|
|
{
|
|
M_DemoNoPlay = false;
|
|
InfoType = 0;
|
|
M_ClearSaveStuff ();
|
|
flagsvar = 0;
|
|
if (MenuStackDepth > 1)
|
|
{
|
|
MenuStackDepth -= 2;
|
|
if (MenuStack[MenuStackDepth].isNewStyle)
|
|
{
|
|
OptionsActive = true;
|
|
CurrentMenu = MenuStack[MenuStackDepth].menu.newmenu;
|
|
CurrentItem = CurrentMenu->lastOn;
|
|
}
|
|
else
|
|
{
|
|
OptionsActive = false;
|
|
currentMenu = MenuStack[MenuStackDepth].menu.old;
|
|
itemOn = currentMenu->lastOn;
|
|
}
|
|
drawSkull = MenuStack[MenuStackDepth].drawSkull;
|
|
++MenuStackDepth;
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "menu/backup", 1, ATTN_NONE);
|
|
}
|
|
else
|
|
{
|
|
M_ClearMenus ();
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "menu/clear", 1, ATTN_NONE);
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// M_Ticker
|
|
//
|
|
void M_Ticker (void)
|
|
{
|
|
if (showSharewareMessage)
|
|
{
|
|
--showSharewareMessage;
|
|
}
|
|
if (menuactive == MENU_Off)
|
|
{
|
|
return;
|
|
}
|
|
MenuTime++;
|
|
if (--skullAnimCounter <= 0)
|
|
{
|
|
skullAnimCounter = 8;
|
|
}
|
|
if (currentMenu == &PSetupDef || currentMenu == &ClassMenuDef)
|
|
{
|
|
M_PlayerSetupTicker();
|
|
}
|
|
|
|
for (int i = 0; i < NUM_MKEYS; ++i)
|
|
{
|
|
if (MenuButtons[i].bDown)
|
|
{
|
|
if (MenuButtonTickers[i] > 0 && --MenuButtonTickers[i] <= 0)
|
|
{
|
|
MenuButtonTickers[i] = KEY_REPEAT_RATE;
|
|
M_ButtonHandler(EMenuKey(i), true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// M_Init
|
|
//
|
|
EXTERN_CVAR (Int, screenblocks)
|
|
|
|
void M_Init (void)
|
|
{
|
|
unsigned int i;
|
|
|
|
atterm (M_Deinit);
|
|
|
|
if (gameinfo.gametype & (GAME_DoomStrifeChex))
|
|
{
|
|
TopLevelMenu = currentMenu = &MainDef;
|
|
if (gameinfo.gametype == GAME_Strife)
|
|
{
|
|
MainDef.y = 45;
|
|
//NewDef.lastOn = 1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
TopLevelMenu = currentMenu = &HereticMainDef;
|
|
PSetupDef.y -= 7;
|
|
LoadDef.y -= 20;
|
|
SaveDef.y -= 20;
|
|
}
|
|
PickPlayerClass ();
|
|
OptionsActive = false;
|
|
menuactive = MENU_Off;
|
|
InfoType = 0;
|
|
itemOn = currentMenu->lastOn;
|
|
skullAnimCounter = 10;
|
|
drawSkull = true;
|
|
messageToPrint = 0;
|
|
messageString = NULL;
|
|
messageLastMenuActive = menuactive;
|
|
quickSaveSlot = NULL;
|
|
lastSaveSlot = NULL;
|
|
strcpy (NewSaveNode.Title, "<New Save Game>");
|
|
|
|
underscore[0] = (gameinfo.gametype & (GAME_DoomStrifeChex)) ? '_' : '[';
|
|
underscore[1] = '\0';
|
|
|
|
if (gameinfo.gametype & GAME_DoomChex)
|
|
{
|
|
LINEHEIGHT = 16;
|
|
}
|
|
else if (gameinfo.gametype == GAME_Strife)
|
|
{
|
|
LINEHEIGHT = 19;
|
|
}
|
|
else
|
|
{
|
|
LINEHEIGHT = 20;
|
|
}
|
|
|
|
if (!gameinfo.drawreadthis)
|
|
{
|
|
MainMenu[MainDef.numitems-2] = MainMenu[MainDef.numitems-1];
|
|
MainDef.numitems--;
|
|
MainDef.y += 8;
|
|
ReadDef.routine = M_DrawReadThis;
|
|
ReadDef.x = 330;
|
|
ReadDef.y = 165;
|
|
//ReadMenu[0].routine = M_FinishReadThis;
|
|
}
|
|
M_OptInit ();
|
|
|
|
// [GRB] Set up player class menu
|
|
if (!(gameinfo.gametype == GAME_Hexen && PlayerClasses.Size () == 3 &&
|
|
PlayerClasses[0].Type->IsDescendantOf (PClass::FindClass (NAME_FighterPlayer)) &&
|
|
PlayerClasses[1].Type->IsDescendantOf (PClass::FindClass (NAME_ClericPlayer)) &&
|
|
PlayerClasses[2].Type->IsDescendantOf (PClass::FindClass (NAME_MagePlayer))))
|
|
{
|
|
int n = 0;
|
|
|
|
for (i = 0; i < PlayerClasses.Size () && n < 7; i++)
|
|
{
|
|
if (!(PlayerClasses[i].Flags & PCF_NOMENU))
|
|
{
|
|
ClassMenuItems[n].name =
|
|
PlayerClasses[i].Type->Meta.GetMetaString (APMETA_DisplayName);
|
|
n++;
|
|
}
|
|
}
|
|
|
|
if (n > 1)
|
|
{
|
|
ClassMenuItems[n].name = "Random";
|
|
ClassMenuDef.numitems = n+1;
|
|
}
|
|
else
|
|
{
|
|
if (n == 0)
|
|
{
|
|
ClassMenuItems[0].name =
|
|
PlayerClasses[0].Type->Meta.GetMetaString (APMETA_DisplayName);
|
|
}
|
|
ClassMenuDef.numitems = 1;
|
|
}
|
|
|
|
if (gameinfo.gametype & (GAME_DoomStrifeChex))
|
|
{
|
|
ClassMenuDef.x = 48;
|
|
ClassMenuDef.y = 63;
|
|
}
|
|
else
|
|
{
|
|
ClassMenuDef.x = 80;
|
|
ClassMenuDef.y = 50;
|
|
}
|
|
if (ClassMenuDef.numitems > 4)
|
|
{
|
|
ClassMenuDef.y -= LINEHEIGHT;
|
|
}
|
|
}
|
|
|
|
// [RH] Build a palette translation table for the player setup effect
|
|
if (gameinfo.gametype != GAME_Hexen)
|
|
{
|
|
for (i = 0; i < 256; i++)
|
|
{
|
|
FireRemap.Remap[i] = ColorMatcher.Pick (i/2+32, 0, i/4);
|
|
FireRemap.Palette[i] = PalEntry(255, i/2+32, 0, i/4);
|
|
}
|
|
}
|
|
else
|
|
{ // The reddish color ramp above doesn't look too good with the
|
|
// Hexen palette, so Hexen gets a greenish one instead.
|
|
for (i = 0; i < 256; ++i)
|
|
{
|
|
FireRemap.Remap[i] = ColorMatcher.Pick (i/4, i*13/40+7, i/4);
|
|
FireRemap.Palette[i] = PalEntry(255, i/4, i*13/40+7, i/4);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void PickPlayerClass ()
|
|
{
|
|
int pclass = 0;
|
|
|
|
// [GRB] Pick a class from player class list
|
|
if (PlayerClasses.Size () > 1)
|
|
{
|
|
pclass = players[consoleplayer].userinfo.PlayerClass;
|
|
|
|
if (pclass < 0)
|
|
{
|
|
pclass = (MenuTime>>7) % PlayerClasses.Size ();
|
|
}
|
|
}
|
|
|
|
PlayerClass = &PlayerClasses[pclass];
|
|
P_EnumPlayerColorSets(PlayerClass->Type->TypeName, &PlayerColorSets);
|
|
}
|