//------------------------------------------------------------------------- /* Copyright (C) 2016 EDuke32 developers and contributors Copyright (C) 2019 Christoph Oelckers This is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #include "ns.h" // Must come before everything else! #include "build.h" #include "osd.h" #include "keys.h" #include "names2.h" #include "panel.h" #include "game.h" #include "tags.h" #include "sector.h" #include "sprite.h" #include "weapon.h" #include "player.h" #include "jsector.h" #include "menus.h" #include "sw_strs.h" #include "pal.h" #include "demo.h" #include "keydef.h" #include "gamecontrol.h" #include "gamedefs.h" #include "config.h" #include "network.h" #include "fx_man.h" #include "music.h" #include "text.h" #include "version.h" #include "network.h" #include "colormap.h" #include "config.h" #include "menu/menu.h" #include "../../glbackend/glbackend.h" BEGIN_SW_NS int handle1; void Menu_Init(void) { } //---------------------------------------------------------------------------- // // Implements the native looking menu used for the main menu // and the episode/skill selection screens, i.e. the parts // that need to look authentic // //---------------------------------------------------------------------------- class SWMainMenu : public DListMenu { void Ticker() override { // Dynamically enable and disable the save option for (unsigned e = 0; e < mDesc->mItems.Size(); ++e) { auto entry = mDesc->mItems[e]; if (entry->GetAction(nullptr) == NAME_SaveGameMenu) { entry->mEnabled = gi->CanSave(); } } } void PreDraw() override { rotatesprite(160 << 16, 15 << 16, 65536, 0, pic_shadow_warrior, m_defshade, 0, ROTATE_SPRITE_SCREEN_CLIP, 0, 0, xdim - 1, ydim - 1); } }; static bool DidOrderSound; static int zero = 0; class SWOrderMenu : public DImageScrollerMenu { public: SWOrderMenu() { if (SW_SHAREWARE && !DidOrderSound) { DidOrderSound = true; int choose_snd = STD_RANDOM_RANGE(1000); if (choose_snd > 500) PlaySound(DIGI_WANGORDER1, &zero, &zero, &zero, v3df_dontpan); else PlaySound(DIGI_WANGORDER2, &zero, &zero, &zero, v3df_dontpan); } } }; //---------------------------------------------------------------------------- // // Menu related game interface functions // //---------------------------------------------------------------------------- void GameInterface::DrawNativeMenuText(int fontnum, int state, double xpos, double ypos, float fontscale, const char* text, int flags) { short w, h; switch (fontnum) { case NIT_BigFont: MNU_MeasureStringLarge(text, &w, &h); if (flags & LMF_Centered) xpos -= w/2; MNU_DrawStringLarge(short(xpos), short(ypos), text, state == NIT_InactiveState? 20 : 0); break; case NIT_SmallFont: MNU_MeasureString(text, &w, &h); if (flags & LMF_Centered) xpos -= w/2; MNU_DrawString(short(xpos), short(ypos), text, state == NIT_InactiveState? 20 : 0, 16); break; case NIT_TinyFont: MNU_MeasureSmallString(text, &w, &h); if (flags & LMF_Centered) xpos -= w/2; MNU_DrawSmallString(short(xpos), short(ypos), text, state == NIT_InactiveState? 20 : 0, 16); break; } if (state == NIT_SelectedState) { int x = int(xpos), y = int(ypos); int scale = 65536; short w,h; if (text) { scale /= 2; x -= mulscale17(tilesiz[pic_yinyang].x,scale) + 2; y += 4; } else { scale -= (1<<13); x -= ((tilesiz[pic_yinyang].x) / 2) - 3; y += 8; } rotatesprite(x << 16, y << 16, scale, 0, pic_yinyang, 2, 0, MenuDrawFlags, 0, 0, xdim - 1, ydim - 1); } } void GameInterface::MenuOpened() { } void GameInterface::MenuSound(EMenuSounds snd) { switch (snd) { case CursorSound: PlaySound(DIGI_STAR,&zero,&zero,&zero,v3df_dontpan); break; case AdvanceSound: PlaySound(DIGI_SWORDSWOOSH,&zero,&zero,&zero,v3df_dontpan); break; case CloseSound: PlaySound(DIGI_STARCLINK,&zero,&zero,&zero,v3df_dontpan); break; default: return; } } void GameInterface::MenuClosed() { if (!LoadGameOutsideMoveLoop) { ResumeGame(); SetRedrawScreen(&Player[myconnectindex]); } } extern SWBOOL InMenuLevel; extern SWBOOL DemoMode; extern SWBOOL ExitLevel, NewGame; bool GameInterface::CanSave() { return (!CommEnabled && numplayers ==1 && !DemoMode && !InMenuLevel && !TEST(Player[myconnectindex].Flags, PF_DEAD)); } void GameInterface::StartGame(FGameStartup& gs) { PLAYERp pp = Player + screenpeek; int handle = 0; int zero = 0; // always assumed that a demo is playing ready2send = 0; if (gs.Episode >= 1) Level = 5; else Level = 1; DemoPlaying = FALSE; ExitLevel = TRUE; NewGame = TRUE; DemoMode = FALSE; CameraTestMode = FALSE; Skill = gs.Skill; //InitNewGame(); if (Skill == 0) handle = PlaySound(DIGI_TAUNTAI3,&zero,&zero,&zero,v3df_none); else if (Skill == 1) handle = PlaySound(DIGI_NOFEAR,&zero,&zero,&zero,v3df_none); else if (Skill == 2) handle = PlaySound(DIGI_WHOWANTSWANG,&zero,&zero,&zero,v3df_none); else if (Skill == 3) handle = PlaySound(DIGI_NOPAIN,&zero,&zero,&zero,v3df_none); if (handle > FX_Ok) while (FX_SoundActive(handle)) handleevents(); } FSavegameInfo GameInterface::GetSaveSig() { return { SAVESIG_SW, MINSAVEVER_SW, SAVEVER_SW }; } void GameInterface::DrawMenuCaption(const DVector2& origin, const char* text) { short w, h; // Draw the backdrop bar rotatesprite(10 << 16, (5-3) << 16, 65536, 0, 2427, 2, 0, MenuDrawFlags|ROTATE_SPRITE_CORNER, 0, 0, xdim - 1, ydim - 1); MNU_MeasureStringLarge(text, &w, &h); MNU_DrawStringLarge(TEXT_XCENTER(w), 5, text, 1); } void GameInterface::DrawCenteredTextScreen(const DVector2& origin, const char* text, int position, bool bg) { if (text) { short width, height = 0; MNU_MeasureString("T", &width, &height); auto lines = FString(text).Split("\n"); int y = 100 - (height * lines.Size() / 2); for (auto& l : lines) { short lheight = 0; MNU_MeasureString(l, &width, &lheight); int x = 160 - width / 2; MNU_DrawString(x, y, l, 0, 0); y += height; } } } END_SW_NS //---------------------------------------------------------------------------- // // Class registration // //---------------------------------------------------------------------------- static TMenuClassDescriptor _mm("ShadowWarrior.MainMenu"); static TMenuClassDescriptor _so("ShadowWarrior.OrderMenu"); void RegisterSWMenus() { menuClasses.Push(&_mm); menuClasses.Push(&_so); }