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c679f83f75
Duke still went to the intro movies which was a bit problematic.
139 lines
3.7 KiB
C++
139 lines
3.7 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2020 - Christoph Oelckers
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This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program 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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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include "g_input.h"
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#include "duke3d.h"
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#include "superfasthash.h"
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#include "gamecvars.h"
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#include "gamecontrol.h"
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#include "c_bind.h"
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#include "razemenu.h"
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#include "gstrings.h"
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#include "version.h"
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#include "names.h"
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#include "mapinfo.h"
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#include "gamestate.h"
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#include "dukeactor.h"
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BEGIN_DUKE_NS
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//----------------------------------------------------------------------------
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//
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// Menu related game interface functions
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//
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//----------------------------------------------------------------------------
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void GameInterface::MenuOpened()
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{
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StopCommentary();
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if (ud.multimode < 2)
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{
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screenpeek = myconnectindex;
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}
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}
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void GameInterface::MenuSound(EMenuSounds snd)
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{
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switch (snd)
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{
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case ActivateSound:
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S_MenuSound();
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break;
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case ChooseSound:
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case CursorSound:
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S_PlaySound(isRR() ? 335 : KICK_HIT, CHAN_AUTO, CHANF_UI);
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break;
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case AdvanceSound:
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S_PlaySound(isRR() ? 341 : PISTOL_BODYHIT, CHAN_AUTO, CHANF_UI);
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break;
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case CloseSound:
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case BackSound:
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S_PlaySound(EXITMENUSOUND, CHAN_AUTO, CHANF_UI);
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break;
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default:
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return;
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}
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}
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bool GameInterface::CanSave()
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{
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if (ud.recstat == 2 || gamestate != GS_LEVEL) return false;
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auto &myplayer = ps[myconnectindex];
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return (myplayer.GetActor()->s->extra > 0);
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}
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bool GameInterface::StartGame(FNewGameStartup& gs)
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{
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int32_t skillsound = PISTOL_BODYHIT;
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static const short sounds_d[] = { JIBBED_ACTOR6, BONUS_SPEECH1, DUKE_GETWEAPON2, JIBBED_ACTOR5, JIBBED_ACTOR5 };
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static const short sounds_r[] = { 427, 428, 196, 195, 197 };
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if (gs.Skill >=0 && gs.Skill <= 5) skillsound = isRR()? sounds_r[gs.Skill] : sounds_d[gs.Skill];
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if (menu_sounds && skillsound >= 0 && SoundEnabled() && !netgame)
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{
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S_PlaySound(skillsound, CHAN_AUTO, CHANF_UI);
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while (S_CheckSoundPlaying(skillsound))
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{
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gi->UpdateSounds();
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soundEngine->UpdateSounds(I_GetTime());
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I_GetEvent();
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}
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Net_ClearFifo();
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}
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return true;
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}
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FSavegameInfo GameInterface::GetSaveSig()
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{
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return { SAVESIG_DN3D, MINSAVEVER_DN3D, SAVEVER_DN3D };
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}
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void GameInterface::DrawPlayerSprite(const DVector2& origin, bool onteam)
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{
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int mclock = I_GetBuildTime();
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int color = TRANSLATION(Translation_Remap, playercolor2lookup(playercolor));
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int tile = isRR() ? 3845 + 36 - ((((8 - (mclock >> 4))) & 7) * 5) : 1441 - ((((4 - (mclock >> 4))) & 3) * 5);
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auto tex = tileGetTexture(tile);
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if (!tex) return;
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double x = origin.X + 250, y = origin.Y + tex->GetDisplayHeight() * (isRR()? 0.25 : 0.5);
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double scale = isRR() ? 0.375 : 0.75;
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DrawTexture(twod, tex, x, y, DTA_FullscreenScale, FSMode_Fit320x200, DTA_TranslationIndex, color, DTA_ScaleX, scale, DTA_ScaleY, scale, TAG_DONE);
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}
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END_DUKE_NS
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