raze-gles/source/blood/src/d_menu.cpp
Christoph Oelckers 7dc26a3162 - stop all playing sound when starting a new game.
- give all bonus screen sounds in Duke the CHANF_UI flag.
2020-02-17 19:43:58 +01:00

333 lines
7.9 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
This file is part of NBlood.
NBlood 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 "compat.h"
#include "common_game.h"
#include "blood.h"
#include "config.h"
#include "gamemenu.h"
#include "globals.h"
#include "inifile.h"
#include "levels.h"
#include "qav.h"
#include "resource.h"
#include "view.h"
#include "demo.h"
#include "network.h"
#include "mmulti.h"
#include "c_bind.h"
#include "menu/menu.h"
#include "sfx.h"
bool ShowOptionMenu();
BEGIN_BLD_NS
class CGameMenuItemQAV
{
public:
int m_nX, m_nY;
TArray<uint8_t> raw;
int at2c;
int lastTick;
bool bWideScreen;
bool bClearBackground;
CGameMenuItemQAV(int, int, const char*, bool widescreen = false, bool clearbackground = false);
void Draw(void);
};
CGameMenuItemQAV::CGameMenuItemQAV(int a3, int a4, const char* name, bool widescreen, bool clearbackground)
{
m_nY = a4;
m_nX = a3;
bWideScreen = widescreen;
bClearBackground = clearbackground;
if (name)
{
// NBlood read this directly from the file system cache, but let's better store the data locally for robustness.
raw = fileSystem.LoadFile(name, 0);
if (raw.Size() != 0)
{
auto data = (QAV*)raw.Data();
data->nSprite = -1;
data->x = m_nX;
data->y = m_nY;
data->Preload();
at2c = data->at10;
lastTick = (int)totalclock;
}
}
}
void CGameMenuItemQAV::Draw(void)
{
if (bClearBackground)
videoClearScreen(0);
if (raw.Size() > 0)
{
auto data = (QAV*)raw.Data();
ClockTicks backFC = gFrameClock;
gFrameClock = totalclock;
int nTicks = (int)totalclock - lastTick;
lastTick = (int)totalclock;
at2c -= nTicks;
if (at2c <= 0 || at2c > data->at10)
{
at2c = data->at10;
}
data->Play(data->at10 - at2c - nTicks, data->at10 - at2c, -1, NULL);
int wx1, wy1, wx2, wy2;
wx1 = windowxy1.x;
wy1 = windowxy1.y;
wx2 = windowxy2.x;
wy2 = windowxy2.y;
windowxy1.x = 0;
windowxy1.y = 0;
windowxy2.x = xdim - 1;
windowxy2.y = ydim - 1;
if (bWideScreen)
{
int xdim43 = scale(ydim, 4, 3);
int nCount = (xdim + xdim43 - 1) / xdim43;
int backX = data->x;
for (int i = 0; i < nCount; i++)
{
data->Draw(data->at10 - at2c, 10 + kQavOrientationLeft, 0, 0);
data->x += 320;
}
data->x = backX;
}
else
data->Draw(data->at10 - at2c, 10, 0, 0);
windowxy1.x = wx1;
windowxy1.y = wy1;
windowxy2.x = wx2;
windowxy2.y = wy2;
gFrameClock = backFC;
}
}
static std::unique_ptr<CGameMenuItemQAV> itemBloodQAV; // This must be global to ensure that the animation remains consistent across menus.
void UpdateNetworkMenus(void)
{
// For now disable the network menu item as it is not yet functional.
for (auto name : { NAME_MainMenu, NAME_IngameMenu })
{
FMenuDescriptor** desc = MenuDescriptors.CheckKey(name);
if (desc != NULL && (*desc)->mType == MDESC_ListMenu)
{
FListMenuDescriptor* ld = static_cast<FListMenuDescriptor*>(*desc);
for (auto& li : ld->mItems)
{
if (li->GetAction(nullptr) == NAME_MultiMenu)
{
li->mEnabled = false;
}
}
}
}
}
//----------------------------------------------------------------------------
//
// 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 BloodListMenu : public DListMenu
{
using Super = DListMenu;
protected:
void PostDraw()
{
itemBloodQAV->Draw();
}
};
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
class BloodImageScreen : public ImageScreen
{
CGameMenuItemQAV anim;
public:
BloodImageScreen(FImageScrollerDescriptor::ScrollerItem* desc)
: ImageScreen(desc), anim(169, 100, mDesc->text.GetChars(), false, true)
{
}
void Drawer() override
{
anim.Draw();
}
};
class DBloodImageScrollerMenu : public DImageScrollerMenu
{
ImageScreen* newImageScreen(FImageScrollerDescriptor::ScrollerItem* desc) override
{
if (desc->type >= 0) return DImageScrollerMenu::newImageScreen(desc);
return new BloodImageScreen(desc);
}
};
//----------------------------------------------------------------------------
//
// Menu related game interface functions
//
//----------------------------------------------------------------------------
void GameInterface::DrawNativeMenuText(int fontnum, int state, double xpos, double ypos, float fontscale, const char* text, int flags)
{
if (!text) return;
int shade = (state != NIT_InactiveState) ? 32 : 48;
int pal = (state != NIT_InactiveState) ? 5 : 5;
if (state == NIT_SelectedState) shade = 32 - ((int)totalclock & 63);
int width, height;
int gamefont = fontnum == NIT_BigFont ? 1 : fontnum == NIT_SmallFont ? 2 : 3;
int x = int(xpos);
int y = int(ypos);
viewGetFontInfo(gamefont, text, &width, &height);
if (flags & LMF_Centered)
{
x -= width / 2;
}
viewDrawText(gamefont, text, x, y, shade, pal, 0, true);
}
void GameInterface::MenuOpened()
{
itemBloodQAV.reset(new CGameMenuItemQAV(160, 100, "BDRIP.QAV", true));
}
void GameInterface::MenuClosed()
{
itemBloodQAV.reset();
}
bool GameInterface::CanSave()
{
return (gGameStarted && gPlayer[myconnectindex].pXSprite->health != 0);
}
void GameInterface::StartGame(FGameStartup& gs)
{
sfxKillAllSounds();
gGameOptions.nDifficulty = gs.Skill;
gGameOptions.nEpisode = gs.Episode;
gSkill = gs.Skill;
gGameOptions.nLevel = gs.Level;
if (gDemo.at1)
gDemo.StopPlayback();
gStartNewGame = true;
gCheatMgr.sub_5BCF4();
}
FSavegameInfo GameInterface::GetSaveSig()
{
return { SAVESIG_BLD, MINSAVEVER_BLD, SAVEVER_BLD };
}
void GameInterface::DrawMenuCaption(const DVector2& origin, const char* text)
{
int height;
// font #1, tile #2038.
viewGetFontInfo(1, NULL, NULL, &height);
rotatesprite(int(origin.X * 65536) + (320 << 15), 20 << 16, 65536, 0, 2038, -128, 0, 78, 0, 0, xdim - 1, ydim - 1);
viewDrawText(1, text, 160, 20 - height / 2, -128, 0, 1, false);
}
void GameInterface::DrawCenteredTextScreen(const DVector2& origin, const char* text, int position, bool bg)
{
if (text)
{
int width, height = 0;
viewGetFontInfo(0, "T", &width, &height);
auto lines = FString(text).Split("\n");
int y = 100 - (height * lines.Size() / 2);
for (auto& l : lines)
{
int lheight = 0;
viewGetFontInfo(0, l, &width, &lheight);
int x = 160 - width / 2;
viewDrawText(0, l, x, y, 0, 0, 0, false);
y += height;
}
}
}
void GameInterface::QuitToTitle()
{
if (gGameOptions.nGameType == 0 || numplayers == 1)
{
gQuitGame = true;
gRestartGame = true;
}
else
gQuitRequest = 2;
}
END_BLD_NS
//----------------------------------------------------------------------------
//
// Class registration
//
//----------------------------------------------------------------------------
static TMenuClassDescriptor<Blood::BloodListMenu> _lm("Blood.ListMenu");
static TMenuClassDescriptor<Blood::BloodListMenu> _mm("Blood.MainMenu");
static TMenuClassDescriptor<Blood::DBloodImageScrollerMenu> _im("Blood.ImageScrollerMenu");
void RegisterBloodMenus()
{
menuClasses.Push(&_lm);
menuClasses.Push(&_mm);
menuClasses.Push(&_im);
}