mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-25 03:00:46 +00:00
- disconnected Shadow Warrior's menu so it can be replaced.
Unlike the other games this was a lot more invasive
This commit is contained in:
parent
d55f55c04d
commit
702f91b6b5
12 changed files with 635 additions and 990 deletions
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@ -65,10 +65,6 @@ BEGIN_SW_NS
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#define SETUPPROGRAMNAME ("Shadow Warrior Setup")
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#define SETUPPROGRAMVERSION ("1.2")
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#define GAMENAME "Shadow Warrior"
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#define GAMELAUNCHER ("SW.EXE")
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#define GAMETOTYPE ("SW")
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#define MENUFOOTER "Esc Exits Move ÄÙ Selects\0"
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#define COMMITLAUNCHER ("COMMIT.EXE")
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@ -66,6 +66,7 @@ BEGIN_SW_NS
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SWBOOL SpriteInfo = FALSE;
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extern SWBOOL QuitFlag;
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extern SWBOOL MultiPlayQuitFlag;
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// FUNCTION PROTOTYPES ///////////////////////////////////////////////////////////////////////
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void CON_ProcessOptions(void);
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@ -452,8 +452,6 @@ DemoPlayBack(void)
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domovethings();
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MNU_CheckForMenus();
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// fast forward and slow mo
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if (DemoEdit)
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{
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@ -621,8 +619,6 @@ ScenePlayBack(void)
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//movethings();
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domovethings();
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MNU_CheckForMenus();
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}
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// demo is over
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@ -56,6 +56,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "interp.h"
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#include "sector.h"
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#include "config.h"
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#include "menu/menu.h"
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BEGIN_SW_NS
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@ -1039,7 +1040,7 @@ post_analyzesprites(void)
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void
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ResizeView(PLAYERp pp)
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{
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if (MenuInputMode || InputMode || HelpInputMode || ConPanel || ConInputMode || PauseKeySet)
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if (M_Active() || PauseKeySet)
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return;
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if (dimensionmode == 2 || dimensionmode == 5 || dimensionmode == 6)
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@ -1083,7 +1084,6 @@ ResizeView(PLAYERp pp)
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}
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// !JIM! 08/06
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extern SWBOOL UsingMenus;
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#if 0
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void
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@ -1417,6 +1417,7 @@ void PrintLocationInfo(PLAYERp pp)
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SWBOOL DebugSecret = FALSE;
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void SecretInfo(PLAYERp pp)
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{
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if (!hud_stats) return;
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#define Y_STEP 7
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#define AVERAGEFRAMES 16
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int x = windowxy1.x+2;
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@ -2485,10 +2486,8 @@ drawscreen(PLAYERp pp)
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DrawCompass(pp);
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UpdateMiniBar(pp);
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if (UsingMenus)
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MNU_DrawMenu();
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else
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SecretInfo(pp);
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if (!M_Active())
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SecretInfo(pp);
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videoNextPage();
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@ -95,6 +95,7 @@ Things required to make savegames work:
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#include "printf.h"
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#include "m_argv.h"
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#include "debugbreak.h"
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#include "menu/menu.h"
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//#include "crc32.h"
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@ -106,6 +107,8 @@ signed char MNU_InputString(char*, short);
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SWBOOL IsCommand(const char* str);
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SWBOOL MNU_StartNetGame(void);
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extern SWBOOL MultiPlayQuitFlag;
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#if DEBUG
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#define BETA 0
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@ -1819,7 +1822,7 @@ TitleLevel(void)
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//MNU_CheckForMenusAnyKey();
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}
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//if (UsingMenus)
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//if (M_Active())
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// MNU_DrawMenu();
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//drawscreen as fast as you can
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@ -1941,7 +1944,8 @@ void MenuLevel(void)
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if (FinishAnim)
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{
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inputState.ClearKeyStatus(sc_Escape);
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ControlPanelType = ct_ordermenu;
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M_StartControlPanel(false);
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M_SetMenu(NAME_CreditsMenu);
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FinishAnim = 0;
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}
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}
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@ -1960,7 +1964,6 @@ void MenuLevel(void)
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if (totalclock >= ototalclock + synctics)
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{
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ototalclock += synctics;
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MNU_CheckForMenusAnyKey();
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if (CommEnabled)
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getpackets();
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}
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@ -1998,10 +2001,9 @@ void MenuLevel(void)
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}
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// force the use of menus at all time
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if (!UsingMenus && !ConPanel)
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if (!M_Active() && !ConPanel)
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{
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inputState.SetKeyStatus(sc_Escape);
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MNU_CheckForMenusAnyKey();
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}
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// must lock the clock for drawing so animations will happen
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@ -2010,9 +2012,6 @@ void MenuLevel(void)
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//drawscreen as fast as you can
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DrawMenuLevelScreen();
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if (UsingMenus)
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MNU_DrawMenu();
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videoNextPage();
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}
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@ -2020,8 +2019,7 @@ void MenuLevel(void)
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//LoadGameOutsideMoveLoop = FALSE;
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inputState.ClearKeyStatus(sc_Escape);
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inputState.ClearKeysDown();
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//ExitMenus();
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UsingMenus = FALSE;
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M_ClearMenus();
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InMenuLevel = FALSE;
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videoClearViewableArea(0L);
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videoNextPage();
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@ -2270,7 +2268,7 @@ void BonusScreen(PLAYERp pp)
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rotatesprite(0, 0, RS_SCALE, 0, 5120, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
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rotatesprite(158<<16, 86<<16, RS_SCALE, 0, State->Pic, 0, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
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videoNextPage();
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FadeIn(0,0);
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//FadeIn(0,0);
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}
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BonusDone = FALSE;
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@ -2375,7 +2373,7 @@ void BonusScreen(PLAYERp pp)
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void EndGameSequence(void)
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{
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SWBOOL anim_ok = TRUE;
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FadeOut(0, 5);
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//FadeOut(0, 5);
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if ((adult_lockout || Global_PLock) && FinishAnim == ANIM_SUMO)
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anim_ok = FALSE;
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@ -2442,7 +2440,7 @@ void StatScreen(PLAYERp mpp)
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// No stats in bot games
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//if (BotMode) return;
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ResetPalette(mpp);
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//ResetPalette(mpp);
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COVER_SetReverb(0); // Reset reverb
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StopSound();
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@ -2628,7 +2626,7 @@ void Control()
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InitGame();
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MONO_PRINT("InitGame done");
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MNU_InitMenus();
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//MNU_InitMenus();
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InGame = TRUE;
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GameIntro();
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@ -2744,9 +2742,6 @@ void MoveLoop(void)
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// demosync_record();
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#endif
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}
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if (!InputMode && !PauseKeySet)
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MNU_CheckForMenus();
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}
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@ -3179,150 +3174,7 @@ void ManualPlayerDelete(PLAYERp cur_pp)
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}
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}
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#if DEBUG
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void SinglePlayInput(PLAYERp pp)
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{
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int pnum = myconnectindex;
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uint8_t* kp;
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if (buttonMap.ButtonDown(gamefunc_See_Co_Op_View) && !UsingMenus && !ConPanel && dimensionmode == 3)
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{
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short oldscreenpeek = screenpeek;
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buttonMap.ClearButton(gamefunc_See_Co_Op_View);
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screenpeek = connectpoint2[screenpeek];
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if (screenpeek < 0)
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screenpeek = connecthead;
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if (dimensionmode == 2 || dimensionmode == 5 || dimensionmode == 6)
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setup2dscreen();
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if (dimensionmode != 2)
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{
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PLAYERp tp;
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tp = Player + screenpeek;
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PlayerUpdatePanelInfo(tp);
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setpalettefade(0,0,0,0);
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memcpy(pp->temp_pal, palette_data, sizeof(palette_data));
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DoPlayerDivePalette(tp);
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DoPlayerNightVisionPalette(tp);
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// printf("SingPlayInput set_pal: tp->PlayerSprite = %d\n",tp->PlayerSprite);
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}
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}
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}
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void DebugKeys(PLAYERp pp)
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{
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short w, h;
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if (!(inputState.GetKeyStatus(KEYSC_ALT) || inputState.GetKeyStatus(KEYSC_RALT)))
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return;
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if (InputMode)
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return;
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if (CommEnabled)
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return;
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//
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// visiblity adjust
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//
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if (inputState.GetKeyStatus(KEYSC_L) > 0)
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{
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if (inputState.GetKeyStatus(KEYSC_LSHIFT) | inputState.GetKeyStatus(KEYSC_RSHIFT)) // SHIFT
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{
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g_visibility = g_visibility - (g_visibility >> 3);
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if (g_visibility < 128)
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g_visibility = 16348;
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//if (g_visibility > 16384)
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// g_visibility = 128;
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}
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else
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{
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inputState.GetKeyStatus(KEYSC_L) = 0;
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g_visibility = g_visibility - (g_visibility >> 3);
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if (g_visibility > 16384)
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g_visibility = 128;
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}
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}
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//
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// parallax changes
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//
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if (inputState.GetKeyStatus(KEYSC_X))
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{
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if (inputState.GetKeyStatus(KEYSC_LSHIFT))
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{
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inputState.GetKeyStatus(KEYSC_LSHIFT) = FALSE;
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inputState.GetKeyStatus(KEYSC_X) = 0;
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parallaxyoffs_override += 10;
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if (parallaxyoffs_override > 100)
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parallaxyoffs_override = 0;
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}
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else
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{
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inputState.GetKeyStatus(KEYSC_X) = 0;
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parallaxtype++;
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if (parallaxtype > 2)
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parallaxtype = 0;
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}
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}
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}
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#endif
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void ConKey(void)
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{
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#if DEBUG
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// Console Input Panel
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if (!ConPanel && dimensionmode == 3)
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{
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//if (inputState.GetKeyStatus(KEYSC_TILDE) && inputState.GetKeyStatus(KEYSC_LSHIFT))
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if (inputState.GetKeyStatus(KEYSC_TILDE))
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{
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inputState.GetKeyStatus(KEYSC_TILDE) = FALSE;
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//inputState.GetKeyStatus(KEYSC_LSHIFT) = FALSE;
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inputState.keyFlushChars();
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ConPanel = TRUE;
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InputMode = TRUE;
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ConInputMode = TRUE;
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if (!CommEnabled)
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GamePaused = TRUE;
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memset(MessageInputString, '\0', sizeof(MessageInputString));
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}
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}
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else if (ConPanel)
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{
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//if (inputState.GetKeyStatus(KEYSC_TILDE) && inputState.GetKeyStatus(KEYSC_LSHIFT))
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if (inputState.GetKeyStatus(KEYSC_TILDE))
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{
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inputState.GetKeyStatus(KEYSC_TILDE) = FALSE;
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//inputState.GetKeyStatus(KEYSC_LSHIFT) = FALSE;
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inputState.keyFlushChars();
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ConPanel = FALSE;
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ConInputMode = FALSE;
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InputMode = FALSE;
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if (!CommEnabled)
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GamePaused = FALSE;
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memset(MessageInputString, '\0', sizeof(MessageInputString));
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SetFragBar(Player + myconnectindex);
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}
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}
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#endif
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}
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char WangBangMacro[10][64];
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@ -3398,47 +3250,10 @@ FunctionKeys(PLAYERp pp)
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return;
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}
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if (numplayers <= 1)
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{
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// F2 save menu
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if (inputState.GetKeyStatus(KEYSC_F2))
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{
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inputState.ClearKeyStatus(KEYSC_F2);
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if (!TEST(pp->Flags, PF_DEAD))
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{
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inputState.SetKeyStatus(sc_Escape);
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ControlPanelType = ct_savemenu;
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}
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}
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// F3 load menu
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if (inputState.GetKeyStatus(KEYSC_F3))
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{
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inputState.ClearKeyStatus(KEYSC_F3);
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if (!TEST(pp->Flags, PF_DEAD))
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{
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inputState.SetKeyStatus(sc_Escape);
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ControlPanelType = ct_loadmenu;
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}
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}
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}
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// F4 sound menu
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if (inputState.GetKeyStatus(KEYSC_F4))
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{
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inputState.ClearKeyStatus(KEYSC_F4);
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inputState.SetKeyStatus(sc_Escape);
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ControlPanelType = ct_soundmenu;
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}
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// F7 VIEW control
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if (inputState.GetKeyStatus(KEYSC_F7))
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if (buttonMap.ButtonDown(gamefunc_Third_Person_View))
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{
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inputState.ClearKeyStatus(KEYSC_F7);
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buttonMap.ClearButton(gamefunc_Third_Person_View);
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if (inputState.GetKeyStatus(KEYSC_LSHIFT) || inputState.GetKeyStatus(KEYSC_RSHIFT))
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{
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@ -3459,33 +3274,6 @@ FunctionKeys(PLAYERp pp)
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}
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}
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// F8 toggle messages
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if (inputState.GetKeyStatus(KEYSC_F8))
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{
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inputState.ClearKeyStatus(KEYSC_F8);
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hud_messages = !hud_messages;
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if (hud_messages)
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PutStringInfoLine(pp, "Messages ON");
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else
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PutStringInfoLine(pp, "Messages OFF");
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}
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// F10 quit menu
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if (inputState.GetKeyStatus(KEYSC_F10))
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{
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inputState.ClearKeyStatus(KEYSC_F10);
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inputState.SetKeyStatus(sc_Escape);
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ControlPanelType = ct_quitmenu;
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}
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// F11 gamma correction
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if (inputState.GetKeyStatus(KEYSC_F11) > 0)
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{
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inputState.ClearKeyStatus(KEYSC_F11);
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// Do this entirely in the video backend.
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}
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}
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@ -3494,7 +3282,7 @@ void PauseKey(PLAYERp pp)
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extern SWBOOL GamePaused,CheatInputMode;
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extern SWBOOL enabled;
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if (inputState.GetKeyStatus(sc_Pause) && !CommEnabled && !InputMode && !UsingMenus && !CheatInputMode && !ConPanel)
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if (inputState.GetKeyStatus(sc_Pause) && !CommEnabled && !InputMode && !M_Active() && !CheatInputMode && !ConPanel)
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{
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inputState.ClearKeyStatus(sc_Pause);
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@ -3566,6 +3354,7 @@ void GetMessageInput(PLAYERp pp)
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}
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}
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}
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#if 0 // the message input needs to be moved out of the game code!
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else if (MessageInputMode && !ConInputMode)
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{
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if (gs.BorderNum > BORDER_BAR+1)
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@ -3687,141 +3476,7 @@ SEND_MESSAGE:
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break;
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}
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}
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}
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void GetConInput(PLAYERp pp)
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{
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int pnum = myconnectindex;
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short w,h;
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static SWBOOL cur_show;
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if (MessageInputMode || HelpInputMode)
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return;
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ConKey();
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// Console input commands
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if (ConInputMode && !MessageInputMode)
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{
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// get input
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switch (MNU_InputSmallString(MessageInputString, 250))
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{
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case -1: // Cancel Input (pressed ESC) or Err
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InputMode = FALSE;
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inputState.ClearKeysDown();
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inputState.keyFlushChars();
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memset(MessageInputString, '\0', sizeof(MessageInputString));
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break;
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case FALSE: // Input finished (RETURN)
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if (MessageInputString[0] == '\0')
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{
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InputMode = FALSE;
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inputState.ClearKeysDown();
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inputState.keyFlushChars();
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buttonMap.ClearButton(gamefunc_Inventory);
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memset(MessageInputString, '\0', sizeof(MessageInputString));
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}
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else
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{
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InputMode = FALSE;
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inputState.ClearKeysDown();
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inputState.keyFlushChars();
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buttonMap.ClearButton(gamefunc_Inventory);
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CON_ConMessage("%s", MessageInputString);
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CON_ProcessUserCommand(); // Check to see if it's a cheat or command
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conbot += 6;
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conbotgoal = conbot;
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//addconquote(MessageInputString);
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// Clear it out after every entry
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memset(MessageInputString, '\0', sizeof(MessageInputString));
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}
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break;
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case TRUE: // Got input
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break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void GetHelpInput(PLAYERp pp)
|
||||
{
|
||||
extern SWBOOL GamePaused;
|
||||
|
||||
if (inputState.GetKeyStatus(KEYSC_ALT) || inputState.GetKeyStatus(KEYSC_RALT))
|
||||
return;
|
||||
|
||||
if (inputState.GetKeyStatus(KEYSC_LSHIFT) || inputState.GetKeyStatus(KEYSC_RSHIFT))
|
||||
return;
|
||||
|
||||
if (MessageInputMode || ConInputMode)
|
||||
return;
|
||||
|
||||
// F1 help menu
|
||||
if (!HelpInputMode)
|
||||
{
|
||||
if (inputState.GetKeyStatus(KEYSC_F1))
|
||||
{
|
||||
inputState.ClearKeyStatus(KEYSC_F11);
|
||||
HelpPage = 0;
|
||||
HelpInputMode = TRUE;
|
||||
PanelUpdateMode = FALSE;
|
||||
InputMode = TRUE;
|
||||
if (!CommEnabled)
|
||||
GamePaused = TRUE;
|
||||
}
|
||||
}
|
||||
else if (HelpInputMode)
|
||||
{
|
||||
if (inputState.GetKeyStatus(KEYSC_ESC))
|
||||
{
|
||||
inputState.ClearKeyStatus(sc_Escape);
|
||||
inputState.ClearKeysDown();
|
||||
PanelUpdateMode = TRUE;
|
||||
HelpInputMode = FALSE;
|
||||
InputMode = FALSE;
|
||||
if (!CommEnabled)
|
||||
GamePaused = FALSE;
|
||||
SetRedrawScreen(pp);
|
||||
}
|
||||
|
||||
if (inputState.GetKeyStatus(KEYSC_SPACE) || inputState.GetKeyStatus(KEYSC_ENTER) || inputState.GetKeyStatus(KEYSC_PGDN) || inputState.GetKeyStatus(KEYSC_DOWN) || inputState.GetKeyStatus(KEYSC_RIGHT) || inputState.GetKeyStatus(sc_kpad_3) || inputState.GetKeyStatus(sc_kpad_2) || inputState.GetKeyStatus(sc_kpad_6))
|
||||
{
|
||||
inputState.ClearKeyStatus(KEYSC_SPACE);
|
||||
inputState.ClearKeyStatus(KEYSC_ENTER);
|
||||
inputState.ClearKeyStatus(KEYSC_PGDN);
|
||||
inputState.ClearKeyStatus(KEYSC_DOWN);
|
||||
inputState.ClearKeyStatus(KEYSC_RIGHT);
|
||||
inputState.ClearKeyStatus(sc_kpad_3);
|
||||
inputState.ClearKeyStatus(sc_kpad_2);
|
||||
inputState.ClearKeyStatus(sc_kpad_6);
|
||||
|
||||
HelpPage++;
|
||||
if (HelpPage >= (int)SIZ(HelpPagePic))
|
||||
// CTW MODIFICATION
|
||||
// "Oops! I did it again..."
|
||||
// HelpPage = SIZ(HelpPagePic) - 1;
|
||||
HelpPage = 0;
|
||||
// CTW MODIFICATION END
|
||||
}
|
||||
|
||||
if (inputState.GetKeyStatus(KEYSC_PGUP) || inputState.GetKeyStatus(KEYSC_UP) || inputState.GetKeyStatus(KEYSC_LEFT) || inputState.GetKeyStatus(sc_kpad_9) || inputState.GetKeyStatus(sc_kpad_8) || inputState.GetKeyStatus(sc_kpad_4))
|
||||
{
|
||||
inputState.ClearKeyStatus(KEYSC_PGUP);
|
||||
inputState.ClearKeyStatus(KEYSC_UP);
|
||||
inputState.ClearKeyStatus(KEYSC_LEFT);
|
||||
inputState.ClearKeyStatus(sc_kpad_8);
|
||||
inputState.ClearKeyStatus(sc_kpad_9);
|
||||
inputState.ClearKeyStatus(sc_kpad_4);
|
||||
|
||||
HelpPage--;
|
||||
if (HelpPage < 0)
|
||||
// CTW MODIFICATION
|
||||
// "Played with the logic, got lost in the game..."
|
||||
HelpPage = SIZ(HelpPagePic) - 1;
|
||||
// CTW MODIFICATION END
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
short MirrorDelay;
|
||||
|
@ -3920,11 +3575,9 @@ void getinput(SW_PACKET *loc)
|
|||
if (PauseKeySet)
|
||||
return;
|
||||
|
||||
if (!MenuInputMode && !UsingMenus)
|
||||
if (!M_Active())
|
||||
{
|
||||
GetMessageInput(pp);
|
||||
GetConInput(pp);
|
||||
GetHelpInput(pp);
|
||||
}
|
||||
|
||||
// MAP KEY
|
||||
|
@ -3968,8 +3621,8 @@ void getinput(SW_PACKET *loc)
|
|||
if (ScrollMode2D && pp == Player + myconnectindex && !Prediction)
|
||||
MoveScrollMode2D(Player + myconnectindex);
|
||||
|
||||
// !JIM! Added UsingMenus so that you don't move at all while using menus
|
||||
if (MenuInputMode || UsingMenus || ScrollMode2D || InputMode)
|
||||
// !JIM! Added M_Active() so that you don't move at all while using menus
|
||||
if (M_Active() || ScrollMode2D || InputMode)
|
||||
return;
|
||||
|
||||
SET_LOC_KEY(loc->bits, SK_SPACE_BAR, ((!!inputState.GetKeyStatus(KEYSC_SPACE)) | buttonMap.ButtonDown(gamefunc_Open)));
|
||||
|
@ -4097,12 +3750,15 @@ void getinput(SW_PACKET *loc)
|
|||
|
||||
if (!CommEnabled)
|
||||
{
|
||||
// What a mess...:?
|
||||
#if 0
|
||||
if (MenuButtonAutoAim)
|
||||
{
|
||||
MenuButtonAutoAim = FALSE;
|
||||
if ((!!TEST(pp->Flags, PF_AUTO_AIM)) != !!cl_autoaim)
|
||||
SET_LOC_KEY(loc->bits, SK_AUTO_AIM, TRUE);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
else if (inputState.GetKeyStatus(sc_Pause))
|
||||
{
|
||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -32,8 +32,15 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
|||
|
||||
BEGIN_SW_NS
|
||||
|
||||
#define MENU_SHADE_DEFAULT 0
|
||||
#define MENU_SHADE_INACTIVE 20
|
||||
void MNU_MeasureString(const char* string, short* w, short* h);
|
||||
void MNU_DrawString(short x, short y, const char* string, short shade, short pal);
|
||||
void MNU_MeasureSmallString(const char* string, short* w, short* h);
|
||||
void MNU_DrawSmallString(short x, short y, const char* string, short shade, short pal);
|
||||
void MNU_MeasureStringLarge(const char* string, short* w, short* h);
|
||||
void MNU_DrawStringLarge(short x, short y, const char* string, int shade = 0);
|
||||
|
||||
|
||||
#if 0
|
||||
|
||||
typedef enum
|
||||
{
|
||||
|
@ -56,12 +63,6 @@ void MNU_DrawMenu(void); // This is used in drawscreen to refresh menus in
|
|||
// multiplay situations.
|
||||
void MNU_CheckForMenus(void);
|
||||
void MNU_CheckForMenusAnyKey(void);
|
||||
void MNU_MeasureString(const char *string, short *w, short *h);
|
||||
void MNU_DrawString(short x, short y, const char *string, short shade, short pal);
|
||||
void MNU_MeasureSmallString(const char *string,short *w,short *h);
|
||||
void MNU_DrawSmallString(short x,short y,const char *string,short shade,short pal);
|
||||
void MNU_MeasureStringLarge(const char *string, short *w, short *h);
|
||||
void MNU_DrawStringLarge(short x, short y, const char *string);
|
||||
|
||||
// Functions from my other engine
|
||||
//void Get_Palette (unsigned char *pal);
|
||||
|
@ -75,7 +76,6 @@ void ExitMenus(void);
|
|||
void ResetMenuInput(void);
|
||||
|
||||
extern SWBOOL BorderAdjust;
|
||||
extern SWBOOL MultiPlayQuitFlag;
|
||||
|
||||
// Make memcpy an intrinsic function for an easy frame rate boost
|
||||
//#pragma intrinsic( memcpy );
|
||||
|
@ -93,8 +93,6 @@ extern SWBOOL MultiPlayQuitFlag;
|
|||
#define M_CX2 319
|
||||
#define M_CY2 199
|
||||
|
||||
#define MZ 65536
|
||||
|
||||
#define asc_Esc 27
|
||||
#define asc_Enter 13
|
||||
#define asc_Space 32
|
||||
|
@ -335,6 +333,8 @@ typedef struct
|
|||
int x,y;
|
||||
} VMODE;
|
||||
|
||||
#endif
|
||||
|
||||
END_SW_NS
|
||||
|
||||
#endif
|
||||
|
|
|
@ -1497,7 +1497,6 @@ getpackets(void)
|
|||
NewGame = TRUE;
|
||||
// restart demo for multi-play mode
|
||||
DemoInitOnce = FALSE;
|
||||
ResetMenuInput();
|
||||
|
||||
// send a dummy packet to see when it arrives
|
||||
//tempbuf[0] = PACKET_TYPE_DUMMY;
|
||||
|
|
|
@ -1,3 +1,4 @@
|
|||
#pragma once
|
||||
//-------------------------------------------------------------------------
|
||||
/*
|
||||
Copyright (C) 1997, 2005 - 3D Realms Entertainment
|
||||
|
|
|
@ -44,6 +44,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
|||
|
||||
#include "weapon.h"
|
||||
#include "fx_man.h"
|
||||
#include "menu/menu.h"
|
||||
|
||||
BEGIN_SW_NS
|
||||
|
||||
|
@ -67,7 +68,6 @@ int InitFistAttack(PLAYERp pp);
|
|||
//#define UK_VERSION TRUE
|
||||
|
||||
#define PANF_UZI_XFLIP (BIT(21))
|
||||
extern SWBOOL UsingMenus;
|
||||
|
||||
#define XDIM 320
|
||||
#define YDIM 200
|
||||
|
@ -775,7 +775,7 @@ void PlayerUpdatePanelInfo(PLAYERp pp)
|
|||
if (Prediction)
|
||||
return;
|
||||
|
||||
if (UsingMenus)
|
||||
if (M_Active())
|
||||
return;
|
||||
|
||||
PlayerUpdateHealth(pp, 0);
|
||||
|
|
|
@ -65,6 +65,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
|||
#include "vis.h"
|
||||
#include "track.h"
|
||||
#include "interp.h"
|
||||
#include "menu/menu.h"
|
||||
|
||||
BEGIN_SW_NS
|
||||
|
||||
|
@ -2414,7 +2415,7 @@ MoveScrollMode2D(PLAYERp pp)
|
|||
|
||||
mfsvel = mfvel = 0;
|
||||
|
||||
if (MenuInputMode || UsingMenus)
|
||||
if (M_Active())
|
||||
return;
|
||||
|
||||
// Recenter view if told
|
||||
|
@ -2476,7 +2477,7 @@ MoveScrollMode2D(PLAYERp pp)
|
|||
}
|
||||
}
|
||||
|
||||
if (!UsingMenus && !HelpInputMode && !ConPanel)
|
||||
if (!M_Active() && !HelpInputMode && !ConPanel)
|
||||
{
|
||||
if (buttonMap.ButtonDown(gamefunc_Move_Forward))
|
||||
{
|
||||
|
@ -2520,8 +2521,17 @@ MoveScrollMode2D(PLAYERp pp)
|
|||
void
|
||||
DoPlayerMenuKeys(PLAYERp pp)
|
||||
{
|
||||
|
||||
if (!CommEnabled)
|
||||
{
|
||||
// Go back to the source to set this - the old code here was catastrophically bad.
|
||||
// this needs to be fixed properly - as it is this can never be compatible with demo playback.
|
||||
if (cl_autoaim)
|
||||
SET(Player[myconnectindex].Flags, PF_AUTO_AIM);
|
||||
else
|
||||
RESET(Player[myconnectindex].Flags, PF_AUTO_AIM);
|
||||
|
||||
#if 0
|
||||
if (TEST_SYNC_KEY((pp), SK_AUTO_AIM))
|
||||
{
|
||||
if (FLAG_KEY_PRESSED(pp, SK_AUTO_AIM))
|
||||
|
@ -2532,6 +2542,7 @@ DoPlayerMenuKeys(PLAYERp pp)
|
|||
}
|
||||
else
|
||||
FLAG_KEY_RESET(pp, SK_AUTO_AIM);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -7660,7 +7671,7 @@ void ChopsCheck(PLAYERp pp)
|
|||
extern SWBOOL HelpInputMode;
|
||||
extern int ChopTics;
|
||||
|
||||
if (!UsingMenus && !HelpInputMode && !TEST(pp->Flags, PF_DEAD) && !pp->sop_riding && numplayers <= 1)
|
||||
if (!M_Active() && !HelpInputMode && !TEST(pp->Flags, PF_DEAD) && !pp->sop_riding && numplayers <= 1)
|
||||
{
|
||||
if ((pp->input.bits|pp->input.vel|pp->input.svel|pp->input.angvel|pp->input.aimvel) ||
|
||||
TEST(pp->Flags, PF_CLIMBING|PF_FALLING|PF_DIVING))
|
||||
|
|
|
@ -50,6 +50,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
|||
#include "rts.h"
|
||||
#include "menus.h"
|
||||
#include "config.h"
|
||||
#include "menu/menu.h"
|
||||
|
||||
#ifdef _WIN32
|
||||
#include "sdlayer.h"
|
||||
|
@ -797,7 +798,7 @@ int PlaySound(int num, int *x, int *y, int *z, Voc3D_Flags flags)
|
|||
|
||||
|
||||
// Don't play game sounds when in menus
|
||||
//if (UsingMenus && (*x!=0 || *y!=0 || *z!=0)) return(-1);
|
||||
//if (M_Active() && (*x!=0 || *y!=0 || *z!=0)) return(-1);
|
||||
|
||||
// Weed out parental lock sounds if PLock is active
|
||||
if (adult_lockout || Global_PLock)
|
||||
|
@ -864,7 +865,7 @@ int PlaySound(int num, int *x, int *y, int *z, Voc3D_Flags flags)
|
|||
|
||||
// Assign voc to voc pointer
|
||||
vp = &voc[num];
|
||||
if (UsingMenus && *x==0 && *y==0 && *z==0) // Menus sound outdo everything
|
||||
if (M_Active() && *x==0 && *y==0 && *z==0) // Menus sound outdo everything
|
||||
priority = 100;
|
||||
else
|
||||
priority = vp->priority;
|
||||
|
@ -1637,7 +1638,7 @@ DoUpdateSounds3D(void)
|
|||
int i;
|
||||
static SWBOOL MoveSkip8 = 0;
|
||||
|
||||
if (UsingMenus) return;
|
||||
if (M_Active()) return;
|
||||
|
||||
// This function is already only call 10x per sec, this widdles it down even more!
|
||||
MoveSkip8 = (MoveSkip8 + 1) & 15;
|
||||
|
|
Loading…
Reference in a new issue