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1a8f11e01d
# Conflicts: # source/build/src/sdlayer.cpp # source/common/menu/menu.cpp # source/sw/src/config.cpp # source/sw/src/game.cpp
668 lines
18 KiB
C++
668 lines
18 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "build.h"
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#include "osd.h"
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#include "keys.h"
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#include "names2.h"
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#include "panel.h"
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#include "game.h"
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#include "tags.h"
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#include "sector.h"
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#include "sprite.h"
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#include "weapon.h"
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#include "player.h"
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#include "jsector.h"
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#include "menus.h"
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#include "sw_strs.h"
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#include "pal.h"
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#include "demo.h"
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#include "keydef.h"
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#include "gamecontrol.h"
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#include "gamedefs.h"
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#include "config.h"
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#include "network.h"
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#include "text.h"
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#include "version.h"
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#include "network.h"
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#include "colormap.h"
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#include "config.h"
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BEGIN_SW_NS
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//#define PLOCK_VERSION TRUE
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extern SWBOOL ExitLevel, NewGame;
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short TimeLimitTable[9] = {0,3,5,10,15,20,30,45,60};
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SWBOOL
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MNU_StartNetGame(void)
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{
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extern SWBOOL ExitLevel, ShortGameMode, DemoInitOnce, FirstTimeIntoGame;
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extern short Level, Skill;
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// CTW REMOVED
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//extern int gTenActivated;
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// CTW REMOVED END
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int pnum;
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// always assumed that a demo is playing
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ready2send = 0;
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// Skill can go negative here
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Skill = gs.NetMonsters - 1;
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Level = gs.NetLevel + 1;
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DemoPlaying = FALSE;
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ExitLevel = TRUE;
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NewGame = TRUE;
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// restart demo for multi-play mode
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DemoInitOnce = FALSE;
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// TENSW: return if a joiner
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if (/* CTW REMOVED gTenActivated && */ !AutoNet && FirstTimeIntoGame)
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return TRUE;
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// need to set gNet vars for self
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// everone else gets a packet to set them
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gNet.AutoAim = cl_autoaim;
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gNet.SpawnMarkers = gs.NetSpawnMarkers;
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gNet.HurtTeammate = gs.NetHurtTeammate;
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gNet.Nuke = gs.NetNuke;
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gNet.KillLimit = gs.NetKillLimit * 10;
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gNet.TimeLimit = TimeLimitTable[gs.NetTimeLimit] * 60 * 120;
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if (ShortGameMode)
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{
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gNet.KillLimit /= 10;
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gNet.TimeLimit /= 2;
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}
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gNet.TimeLimitClock = gNet.TimeLimit;
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gNet.TeamPlay = gs.NetTeamPlay;
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gNet.MultiGameType = gs.NetGameType + 1;
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if (gNet.MultiGameType == MULTI_GAME_COMMBAT_NO_RESPAWN)
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{
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gNet.MultiGameType = MULTI_GAME_COMMBAT;
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gNet.NoRespawn = TRUE;
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}
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else
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{
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gNet.NoRespawn = FALSE;
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}
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if (CommEnabled)
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{
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PACKET_NEW_GAME p;
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p.PacketType = PACKET_TYPE_NEW_GAME;
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p.Level = Level;
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p.Skill = Skill;
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p.GameType = gs.NetGameType;
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p.AutoAim = cl_autoaim;
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p.HurtTeammate = gs.NetHurtTeammate;
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p.TeamPlay = gs.NetTeamPlay;
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p.SpawnMarkers = gs.NetSpawnMarkers;
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p.KillLimit = gs.NetKillLimit;
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p.TimeLimit = gs.NetTimeLimit;
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p.Nuke = gs.NetNuke;
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netbroadcastpacket((uint8_t*)(&p), sizeof(p)); // TENSW
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}
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return TRUE;
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}
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////////////////////////////////////////////////
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// Measure the pixel width of a graphic string
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////////////////////////////////////////////////
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static char lg_xlat_num[] = { 0,1,2,3,4,5,6,7,8,9 };
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#define FONT_LARGE_ALPHA 3706
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#define FONT_LARGE_DIGIT 3732
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#define MenuDrawFlags (ROTATE_SPRITE_SCREEN_CLIP)
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#define MZ 65536
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#define MENU_SHADE_DEFAULT 0
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#define MENU_SHADE_INACTIVE 20
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void MNU_MeasureStringLarge(const char *string, short *w, short *h)
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{
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short ndx, width, height;
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char c;
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short pic;
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width = 0;
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height = *h;
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for (ndx = 0; (c = string[ndx]) != 0; ndx++)
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{
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if (isalpha(c))
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{
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c = toupper(c);
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pic = FONT_LARGE_ALPHA + (c - 'A');
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}
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else if (isdigit(c))
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{
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pic = FONT_LARGE_DIGIT + lg_xlat_num[(c - '0')];
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}
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else if (c == ' ')
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{
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width += 10; // Special case for space char
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continue;
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}
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else
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{
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continue;
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}
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width += tilesiz[pic].x+1;
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if (height < tilesiz[pic].y)
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height = tilesiz[pic].y;
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}
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*w = width;
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*h = height;
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}
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////////////////////////////////////////////////
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// Draw a string using a graphic font
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////////////////////////////////////////////////
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void MNU_DrawStringLarge(short x, short y, const char *string, int shade)
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{
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int ndx, offset;
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char c;
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short pic;
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offset = x;
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for (ndx = 0; (c = string[ndx]) != 0; ndx++)
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{
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if (isalpha(c))
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{
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c = toupper(c);
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pic = FONT_LARGE_ALPHA + (c - 'A');
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}
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else if (isdigit(c))
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{
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pic = FONT_LARGE_DIGIT + lg_xlat_num[(c - '0')];
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}
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else if (c == ' ')
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{
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offset += 10;
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continue;
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}
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else
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{
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continue;
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}
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rotatesprite(offset << 16, y << 16, MZ, 0, pic, shade, 0, MenuDrawFlags|ROTATE_SPRITE_CORNER, 0, 0, xdim - 1, ydim - 1);
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offset += tilesiz[pic].x + 1;
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}
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}
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////////////////////////////////////////////////
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// Measure the pixel width of a graphic string
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////////////////////////////////////////////////
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void MNU_MeasureString(const char *string, short *w, short *h)
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{
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short ndx, width, height;
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char c;
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short ac;
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if (string[0] == '^')
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{
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MNU_MeasureStringLarge(&string[1], w, h);
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return;
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}
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width = 0;
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height = *h;
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for (ndx = 0; (c = string[ndx]) != 0; ndx++)
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{
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ac = c - '!' + STARTALPHANUM;
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if ((ac < STARTALPHANUM || ac > ENDALPHANUM) && c != asc_Space)
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break;
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if (c > asc_Space && c < 127)
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{
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width += tilesiz[ac].x;
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if (height < tilesiz[ac].y)
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height = tilesiz[ac].y;
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}
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else if (c == asc_Space)
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width += 4; // Special case for space char
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}
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*w = width;
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*h = height;
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}
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////////////////////////////////////////////////
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// Draw a string using a graphic font
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//
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// MenuTextShade and MenuDrawFlags
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////////////////////////////////////////////////
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void MNU_DrawString(short x, short y, const char *string, short shade, short pal)
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{
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int ndx, offset;
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char c;
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short ac;
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if (string[0] == '^')
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{
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MNU_DrawStringLarge(x,y, &string[1]);
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return;
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}
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offset = x;
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for (ndx = 0; (c = string[ndx]) != 0; ndx++)
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{
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ac = c - '!' + STARTALPHANUM;
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if ((ac < STARTALPHANUM || ac > ENDALPHANUM) && c != asc_Space)
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break;
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if (c > asc_Space && c < 127)
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{
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rotatesprite(offset<<16,y<<16,MZ,0,ac, shade, pal, MenuDrawFlags, 0, 0, xdim - 1, ydim - 1);
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offset += tilesiz[ac].x;
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}
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else if (c == asc_Space)
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offset += 4; // Special case for space char
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}
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}
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////////////////////////////////////////////////
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// Measure the pixel width of a small font string
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////////////////////////////////////////////////
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void MNU_MeasureSmallString(const char *string, short *w, short *h)
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{
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short ndx, width, height;
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char c;
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short ac;
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width = 0;
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height = *h;
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for (ndx = 0; (c = string[ndx]) != 0; ndx++)
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{
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ac = (c - '!') + 2930;
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if ((ac < 2930 || ac > 3023) && c != asc_Space)
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break;
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if (c > asc_Space && c < 127)
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{
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width += tilesiz[ac].x;
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if (height < tilesiz[ac].y)
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height = tilesiz[ac].y;
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}
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else if (c == asc_Space)
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width += 4; // Special case for space char
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}
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*w = width;
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*h = height;
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}
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////////////////////////////////////////////////
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// Draw a string using a small graphic font
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////////////////////////////////////////////////
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void MNU_DrawSmallString(short x, short y, const char *string, short shade, short pal)
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{
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int ndx;
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char c;
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short ac,offset;
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offset = x;
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for (ndx = 0; (c = string[ndx]) != 0; ndx++)
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{
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ac = c - '!' + 2930;
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if ((ac < 2930 || ac > 3023) && c != asc_Space)
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break;
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if (c > asc_Space && c < 127)
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{
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rotatesprite(offset<<16,y<<16,MZ,0,ac, shade, pal, MenuDrawFlags, 0, 0, xdim - 1, ydim - 1);
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offset += tilesiz[ac].x;
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}
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else if (c == asc_Space)
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{
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offset += 4; // Special case for space char
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}
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}
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}
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//////////////////////////////////////////////////////////////////////////////
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#define FADE_DAMAGE_FACTOR 3 // 100 health / 32 shade cycles = 3.125
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// Fades from 100% to 62.5% somewhat quickly,
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// then from 62.5% to 37.5% slowly,
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// then from 37.5% to 0% quickly.
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// This seems to capture the pain caused by enemy shots, plus the extreme
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// fade caused by being blinded or intense pain.
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// Perhaps the next step would be to apply a gentle smoothing to the
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// intersections of these lines.
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static int faderamp[32] =
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{
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// y=64-4x
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252,240,224,208,192,176,
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// y=44.8-(16/20)x
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160,156,152,152,148,
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144,140,136,136,132,
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128,124,120,120,116,
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112,108,104,104,100,
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// y=128-4x
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96,80,64,48,32,16
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};
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typedef struct RGB_color_typ
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{
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unsigned char red;
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unsigned char green;
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unsigned char blue;
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} RGB_color, * RGB_color_ptr;
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unsigned char ppalette[MAX_SW_PLAYERS_REG][768];
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unsigned char palette_data[256][3]; // Global palette array
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//////////////////////////////////////////
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// Set the amount of redness for damage
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// the player just took
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//////////////////////////////////////////
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void SetFadeAmt(PLAYERp pp, short damage, unsigned char startcolor)
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{
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int palreg, usereg = 0, tmpreg1 = 0, tmpreg2 = 0;
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short fadedamage = 0;
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RGB_color color;
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//OSD_Printf("SetAmt: fadeamt = %d, startcolor = %d, pp = %d",pp->FadeAmt,startcolor,pp->StartColor);
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if (abs(pp->FadeAmt) > 0 && startcolor == pp->StartColor)
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return;
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// Don't ever over ride flash bomb
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if (pp->StartColor == 1 && abs(pp->FadeAmt) > 0)
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return;
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// Reset the palette
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if (pp == Player + screenpeek)
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{
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videoFadePalette(0, 0, 0, 0);
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if (pp->FadeAmt <= 0)
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GetPaletteFromVESA(&ppalette[screenpeek][0]);
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}
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if (damage < -150 && damage > -1000) fadedamage = 150;
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else if (damage < -1000) // Underwater
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fadedamage = abs(damage + 1000);
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else
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fadedamage = abs(damage);
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if (damage >= -5 && damage < 0)
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fadedamage += 10;
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// Don't let red to TOO red
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if (startcolor == COLOR_PAIN && fadedamage > 100) fadedamage = 100;
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pp->FadeAmt = fadedamage / FADE_DAMAGE_FACTOR;
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if (pp->FadeAmt <= 0)
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{
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pp->FadeAmt = 0;
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return;
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}
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// It's a health item, just do a preset flash amount
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if (damage > 0)
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pp->FadeAmt = 3;
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pp->StartColor = startcolor;
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pp->FadeTics = 0;
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// Set player's palette to current game palette
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GetPaletteFromVESA(pp->temp_pal);
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color.red = palette_data[pp->StartColor][0];
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color.green = palette_data[pp->StartColor][1];
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color.blue = palette_data[pp->StartColor][2];
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for (palreg = 0; palreg < 768; palreg++)
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{
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tmpreg1 = (int)(pp->temp_pal[palreg]) + ((2 * pp->FadeAmt) + 4);
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tmpreg2 = (int)(pp->temp_pal[palreg]) - ((2 * pp->FadeAmt) + 4);
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if (tmpreg1 > 255)
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tmpreg1 = 255;
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if (tmpreg2 < 0)
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tmpreg2 = 0;
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if (usereg == 0)
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{
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if (pp->temp_pal[palreg] < color.red)
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{
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if ((pp->temp_pal[palreg] = tmpreg1) > color.red)
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pp->temp_pal[palreg] = color.red;
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}
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else if (pp->temp_pal[palreg] > color.red)
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if ((pp->temp_pal[palreg] = tmpreg2) < color.red)
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pp->temp_pal[palreg] = color.red;
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}
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else if (usereg == 1)
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{
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if (pp->temp_pal[palreg] < color.green)
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{
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if ((pp->temp_pal[palreg] = tmpreg1) > color.green)
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pp->temp_pal[palreg] = color.green;
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}
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else if (pp->temp_pal[palreg] > color.green)
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if ((pp->temp_pal[palreg] = tmpreg2) < color.green)
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pp->temp_pal[palreg] = color.green;
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}
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else if (usereg == 2)
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{
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if (pp->temp_pal[palreg] < color.blue)
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{
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if ((pp->temp_pal[palreg] = tmpreg1) > color.blue)
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pp->temp_pal[palreg] = color.blue;
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}
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else if (pp->temp_pal[palreg] > color.blue)
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if ((pp->temp_pal[palreg] = tmpreg2) < color.blue)
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pp->temp_pal[palreg] = color.blue;
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}
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if (++usereg > 2)
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usereg = 0;
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}
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// Do initial palette set
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if (pp == Player + screenpeek)
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{
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if (videoGetRenderMode() < REND_POLYMOST) set_pal(pp->temp_pal);
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else videoFadePalette(color.red, color.green, color.blue, faderamp[min(31, max(0, 32 - abs(pp->FadeAmt)))]);
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if (damage < -1000)
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pp->FadeAmt = 1000; // Don't call DoPaletteFlash for underwater stuff
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}
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}
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//////////////////////////////////////////
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// Do the screen reddness based on damage
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//////////////////////////////////////////
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#define MAXFADETICS 5
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void DoPaletteFlash(PLAYERp pp)
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{
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int i, palreg, tmpreg1 = 0, tmpreg2 = 0;
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unsigned char* pal_ptr = &ppalette[screenpeek][0];
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if (pp->FadeAmt <= 1)
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{
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pp->FadeAmt = 0;
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|
pp->StartColor = 0;
|
|
if (pp == Player + screenpeek)
|
|
{
|
|
videoFadePalette(0, 0, 0, 0);
|
|
memcpy(pp->temp_pal, palette_data, sizeof(palette_data));
|
|
DoPlayerDivePalette(pp); // Check Dive again
|
|
DoPlayerNightVisionPalette(pp); // Check Night Vision again
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
pp->FadeTics += synctics; // Add this frame's tic amount to
|
|
// counter
|
|
|
|
if (pp->FadeTics >= MAXFADETICS)
|
|
{
|
|
while (pp->FadeTics >= MAXFADETICS)
|
|
{
|
|
pp->FadeTics -= MAXFADETICS;
|
|
|
|
pp->FadeAmt--; // Decrement FadeAmt till it gets to
|
|
// 0 again.
|
|
}
|
|
}
|
|
else
|
|
return; // Return if they were not >
|
|
// MAXFADETICS
|
|
|
|
if (pp->FadeAmt > 32)
|
|
return;
|
|
|
|
if (pp->FadeAmt <= 1)
|
|
{
|
|
pp->FadeAmt = 0;
|
|
pp->StartColor = 0;
|
|
if (pp == Player + screenpeek)
|
|
{
|
|
videoFadePalette(0, 0, 0, 0);
|
|
memcpy(pp->temp_pal, palette_data, sizeof(palette_data));
|
|
DoPlayerDivePalette(pp); // Check Dive again
|
|
DoPlayerNightVisionPalette(pp); // Check Night Vision again
|
|
}
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
//CON_Message("gamavalues = %d, %d, %d",pp->temp_pal[pp->StartColor],pp->temp_pal[pp->StartColor+1],pp->temp_pal[pp->StartColor+2]);
|
|
for (palreg = 0; palreg < 768; palreg++)
|
|
{
|
|
tmpreg1 = (int)(pp->temp_pal[palreg]) + 2;
|
|
tmpreg2 = (int)(pp->temp_pal[palreg]) - 2;
|
|
if (tmpreg1 > 255)
|
|
tmpreg1 = 255;
|
|
if (tmpreg2 < 0)
|
|
tmpreg2 = 0;
|
|
|
|
if (pp->temp_pal[palreg] < pal_ptr[palreg])
|
|
{
|
|
if ((pp->temp_pal[palreg] = tmpreg1) > pal_ptr[palreg])
|
|
pp->temp_pal[palreg] = pal_ptr[palreg];
|
|
}
|
|
else if (pp->temp_pal[palreg] > pal_ptr[palreg])
|
|
if ((pp->temp_pal[palreg] = tmpreg2) < pal_ptr[palreg])
|
|
pp->temp_pal[palreg] = pal_ptr[palreg];
|
|
|
|
}
|
|
|
|
// Only hard set the palette if this is currently the player's view
|
|
if (pp == Player + screenpeek)
|
|
{
|
|
if (videoGetRenderMode() < REND_POLYMOST) set_pal(pp->temp_pal);
|
|
else
|
|
{
|
|
videoFadePalette(
|
|
palette_data[pp->StartColor][0],
|
|
palette_data[pp->StartColor][1],
|
|
palette_data[pp->StartColor][2],
|
|
faderamp[min(31, max(0, 32 - abs(pp->FadeAmt)))]
|
|
);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
SWBOOL MNU_ShareWareMessage()
|
|
{
|
|
const char* extra_text;
|
|
short w, h;
|
|
|
|
if (SW_SHAREWARE)
|
|
{
|
|
extra_text = "Be sure to call 800-3DREALMS today";
|
|
MNU_MeasureString(extra_text, &w, &h);
|
|
MNU_DrawString(TEXT_XCENTER(w), 110, extra_text, 1, 16);
|
|
extra_text = "and order the game.";
|
|
MNU_MeasureString(extra_text, &w, &h);
|
|
MNU_DrawString(TEXT_XCENTER(w), 120, extra_text, 1, 16);
|
|
extra_text = "You are only playing the first ";
|
|
MNU_MeasureString(extra_text, &w, &h);
|
|
MNU_DrawString(TEXT_XCENTER(w), 130, extra_text, 1, 16);
|
|
extra_text = "four levels, and are missing most";
|
|
MNU_MeasureString(extra_text, &w, &h);
|
|
MNU_DrawString(TEXT_XCENTER(w), 140, extra_text, 1, 16);
|
|
extra_text = "of the game, weapons and monsters.";
|
|
MNU_MeasureString(extra_text, &w, &h);
|
|
MNU_DrawString(TEXT_XCENTER(w), 150, extra_text, 1, 16);
|
|
extra_text = "See the ordering information.";
|
|
MNU_MeasureString(extra_text, &w, &h);
|
|
MNU_DrawString(TEXT_XCENTER(w), 160, extra_text, 1, 16);
|
|
//SET(item->flags, mf_disabled);
|
|
}
|
|
return TRUE;
|
|
}
|
|
|
|
#if 0
|
|
|
|
#endif
|
|
|
|
END_SW_NS
|