2019-12-01 09:18:38 +00:00
|
|
|
//-------------------------------------------------------------------------
|
|
|
|
/*
|
|
|
|
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 "mouse.h"
|
|
|
|
#include "common_game.h"
|
|
|
|
#include "blood.h"
|
|
|
|
#include "config.h"
|
|
|
|
#include "gamemenu.h"
|
|
|
|
#include "globals.h"
|
|
|
|
#include "inifile.h"
|
|
|
|
#include "levels.h"
|
|
|
|
#include "menu.h"
|
|
|
|
#include "qav.h"
|
|
|
|
#include "resource.h"
|
|
|
|
#include "view.h"
|
|
|
|
#include "demo.h"
|
|
|
|
#include "network.h"
|
2019-12-01 19:17:30 +00:00
|
|
|
#include "mmulti.h"
|
2019-12-01 09:18:38 +00:00
|
|
|
#include "c_bind.h"
|
2019-12-01 14:31:08 +00:00
|
|
|
#include "menu/menu.h"
|
2019-12-01 09:18:38 +00:00
|
|
|
|
|
|
|
bool ShowOptionMenu();
|
|
|
|
|
|
|
|
BEGIN_BLD_NS
|
|
|
|
|
2019-12-01 14:31:08 +00:00
|
|
|
class CGameMenuItemQAV
|
2019-12-01 09:18:38 +00:00
|
|
|
{
|
2019-12-01 14:31:08 +00:00
|
|
|
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);
|
|
|
|
};
|
2019-12-01 09:18:38 +00:00
|
|
|
|
2019-12-01 14:31:08 +00:00
|
|
|
CGameMenuItemQAV::CGameMenuItemQAV(int a3, int a4, const char* name, bool widescreen, bool clearbackground)
|
2019-12-01 09:18:38 +00:00
|
|
|
{
|
2019-12-01 14:31:08 +00:00
|
|
|
m_nY = a4;
|
|
|
|
m_nX = a3;
|
|
|
|
bWideScreen = widescreen;
|
|
|
|
bClearBackground = clearbackground;
|
2019-12-01 09:18:38 +00:00
|
|
|
|
2019-12-01 14:31:08 +00:00
|
|
|
if (name)
|
|
|
|
{
|
|
|
|
// NBlood read this directly from the file system cache, but let's better store the data locally for robustness.
|
|
|
|
raw = kloadfile(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;
|
|
|
|
}
|
|
|
|
}
|
2019-12-01 09:18:38 +00:00
|
|
|
}
|
|
|
|
|
2019-12-01 14:31:08 +00:00
|
|
|
void CGameMenuItemQAV::Draw(void)
|
2019-12-01 09:18:38 +00:00
|
|
|
{
|
2019-12-01 14:31:08 +00:00
|
|
|
if (bClearBackground)
|
|
|
|
videoClearScreen(0);
|
2019-12-01 09:18:38 +00:00
|
|
|
|
2019-12-01 14:31:08 +00:00
|
|
|
if (raw.Size() > 0)
|
2019-12-01 09:18:38 +00:00
|
|
|
{
|
2019-12-01 14:31:08 +00:00
|
|
|
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;
|
|
|
|
}
|
2019-12-01 09:18:38 +00:00
|
|
|
else
|
2019-12-01 14:31:08 +00:00
|
|
|
data->Draw(data->at10 - at2c, 10, 0, 0);
|
|
|
|
|
|
|
|
windowxy1.x = wx1;
|
|
|
|
windowxy1.y = wy1;
|
|
|
|
windowxy2.x = wx2;
|
|
|
|
windowxy2.y = wy2;
|
|
|
|
gFrameClock = backFC;
|
2019-12-01 09:18:38 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2019-12-01 14:31:08 +00:00
|
|
|
|
|
|
|
|
|
|
|
static std::unique_ptr<CGameMenuItemQAV> itemBloodQAV; // This must be global to ensure that the animation remains consistent across menus.
|
|
|
|
|
|
|
|
|
2019-12-01 09:18:38 +00:00
|
|
|
void UpdateNetworkMenus(void)
|
|
|
|
{
|
|
|
|
// Kept as a reminder to reimplement later.
|
|
|
|
#if 0
|
|
|
|
if (gGameOptions.nGameType > 0)
|
|
|
|
{
|
2019-12-01 14:31:08 +00:00
|
|
|
itemMain1.resource = &menuNetStart;
|
|
|
|
itemMain1.data = 2;
|
2019-12-01 09:18:38 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2019-12-01 14:31:08 +00:00
|
|
|
itemMain1.resource = &menuEpisode;
|
|
|
|
itemMain1.data = -1;
|
2019-12-01 09:18:38 +00:00
|
|
|
}
|
|
|
|
if (gGameOptions.nGameType > 0)
|
|
|
|
{
|
2019-12-01 14:31:08 +00:00
|
|
|
itemMainSave1.resource = &menuNetStart;
|
|
|
|
itemMainSave1.data = 2;
|
2019-12-01 09:18:38 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2019-12-01 14:31:08 +00:00
|
|
|
itemMainSave1.resource = &menuEpisode;
|
|
|
|
itemMainSave1.data = -1;
|
2019-12-01 09:18:38 +00:00
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
2019-12-01 14:31:08 +00:00
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// 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();
|
|
|
|
}
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
2019-12-01 19:17:30 +00:00
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
|
2019-12-01 14:31:08 +00:00
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// 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()
|
|
|
|
{
|
2019-12-01 19:17:30 +00:00
|
|
|
return (gGameStarted && gPlayer[myconnectindex].pXSprite->health != 0);
|
2019-12-01 14:31:08 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void GameInterface::StartGame(FGameStartup& gs)
|
|
|
|
{
|
2019-12-01 19:17:30 +00:00
|
|
|
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();
|
2019-12-01 14:31:08 +00:00
|
|
|
}
|
2019-12-01 09:18:38 +00:00
|
|
|
|
|
|
|
FSavegameInfo GameInterface::GetSaveSig()
|
|
|
|
{
|
|
|
|
return { SAVESIG_BLD, MINSAVEVER_BLD, SAVEVER_BLD };
|
|
|
|
}
|
|
|
|
|
2019-12-01 14:31:08 +00:00
|
|
|
void GameInterface::DrawMenuCaption(const DVector2& origin, const char* text)
|
|
|
|
{
|
|
|
|
int height;
|
|
|
|
// font #1, tile #2038.
|
|
|
|
viewGetFontInfo(1, NULL, NULL, &height);
|
2019-12-01 16:48:56 +00:00
|
|
|
rotatesprite(int(origin.X * 65536) + (320 << 15), 20 << 16, 65536, 0, 2038, -128, 0, 78, 0, 0, xdim - 1, ydim - 1);
|
2019-12-01 14:31:08 +00:00
|
|
|
viewDrawText(1, text, 160, 20 - height / 2, -128, 0, 1, false);
|
|
|
|
}
|
|
|
|
|
2019-12-01 09:18:38 +00:00
|
|
|
|
|
|
|
END_BLD_NS
|
2019-12-01 14:31:08 +00:00
|
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// Class registration
|
|
|
|
//
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
|
|
static TMenuClassDescriptor<Blood::BloodListMenu> _lm("Blood.ListMenu");
|
2019-12-01 19:17:30 +00:00
|
|
|
static TMenuClassDescriptor<Blood::DBloodImageScrollerMenu> _im("Blood.ImageScrollerMenu");
|
2019-12-01 14:31:08 +00:00
|
|
|
|
|
|
|
void RegisterBloodMenus()
|
|
|
|
{
|
|
|
|
menuClasses.Push(&_lm);
|
2019-12-01 19:17:30 +00:00
|
|
|
menuClasses.Push(&_im);
|
2019-12-01 14:31:08 +00:00
|
|
|
}
|