raze/source/blood/src/d_menu.cpp

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//-------------------------------------------------------------------------
/*
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"
#include "c_bind.h"
#include "menu/menu.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 = 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;
}
}
}
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.
/*
CGameMenuItemQAV itemCreditsQAV("", 3, 160, 100, "CREDITS", false, true);
CGameMenuItemQAV itemHelp3QAV("", 3, 160, 100, "HELP3", false, false);
CGameMenuItemQAV itemHelp3BQAV("", 3, 160, 100, "HELP3B", false, false);
CGameMenuItemQAV itemHelp4QAV("", 3, 160, 100, "HELP4", false, true);
CGameMenuItemQAV itemHelp5QAV("", 3, 160, 100, "HELP5", false, true);
*/
void UpdateNetworkMenus(void)
{
// Kept as a reminder to reimplement later.
#if 0
if (gGameOptions.nGameType > 0)
{
itemMain1.resource = &menuNetStart;
itemMain1.data = 2;
}
else
{
itemMain1.resource = &menuEpisode;
itemMain1.data = -1;
}
if (gGameOptions.nGameType > 0)
{
itemMainSave1.resource = &menuNetStart;
itemMainSave1.data = 2;
}
else
{
itemMainSave1.resource = &menuEpisode;
itemMainSave1.data = -1;
}
#endif
}
void MenuSetupEpisodeInfo(void)
{
#if 0
memset(zEpisodeNames, 0, sizeof(zEpisodeNames));
memset(zLevelNames, 0, sizeof(zLevelNames));
for (int i = 0; i < 6; i++)
{
if (i < gEpisodeCount)
{
EPISODEINFO* pEpisode = &gEpisodeInfo[i];
zEpisodeNames[i] = pEpisode->at0;
for (int j = 0; j < 16; j++)
{
if (j < pEpisode->nLevels)
{
zLevelNames[i][j] = pEpisode->data[j].at90;
}
}
}
}
#endif
}
//----------------------------------------------------------------------------
//
// 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();
}
};
//----------------------------------------------------------------------------
//
// 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()
{
#if 0
S_PauseSounds(true);
if ((!g_netServer && ud.multimode < 2))
{
ready2send = 0;
totalclock = ototalclock;
screenpeek = myconnectindex;
}
auto& gm = g_player[myconnectindex].ps->gm;
if (gm & MODE_GAME)
{
gm |= MODE_MENU;
}
#endif
itemBloodQAV.reset(new CGameMenuItemQAV(160, 100, "BDRIP.QAV", true));
}
void GameInterface::MenuSound(EMenuSounds snd)
{
#if 0
switch (snd)
{
case CursorSound:
S_PlaySound(RR ? 335 : KICK_HIT);
break;
case AdvanceSound:
S_PlaySound(RR ? 341 : PISTOL_BODYHIT);
break;
case CloseSound:
S_PlaySound(EXITMENUSOUND);
break;
default:
return;
}
#endif
}
void GameInterface::MenuClosed()
{
itemBloodQAV.reset();
#if 0
auto& gm = g_player[myconnectindex].ps->gm;
if (gm & MODE_GAME)
{
if (gm & MODE_MENU)
I_ClearAllInput();
// The following lines are here so that you cannot close the menu when no game is running.
gm &= ~MODE_MENU;
if ((!g_netServer && ud.multimode < 2) && ud.recstat != 2)
{
ready2send = 1;
totalclock = ototalclock;
CAMERACLOCK = (int32_t)totalclock;
CAMERADIST = 65536;
// Reset next-viewscreen-redraw counter.
// XXX: are there any other cases like that in need of handling?
if (g_curViewscreen >= 0)
actor[g_curViewscreen].t_data[0] = (int32_t)totalclock;
}
G_UpdateScreenArea();
S_PauseSounds(false);
}
#endif
}
bool GameInterface::CanSave()
{
#if 0
if (ud.recstat == 2) return false;
auto& myplayer = *g_player[myconnectindex].ps;
if (sprite[myplayer.i].extra <= 0)
{
P_DoQuote(QUOTE_SAVE_DEAD, &myplayer);
return false;
}
#endif
return true;
}
void GameInterface::StartGame(FGameStartup& gs)
{
#if 0
int32_t skillsound = PISTOL_BODYHIT;
switch (gs.Skill)
{
case 0:
skillsound = 427;
break;
case 1:
skillsound = 428;
break;
case 2:
skillsound = 196;
break;
case 3:
skillsound = 195;
break;
case 4:
skillsound = 197;
break;
}
ud.m_player_skill = gs.Skill + 1;
if (menu_sounds) g_skillSoundVoice = S_PlaySound(skillsound);
ud.m_respawn_monsters = (gs.Skill == 3);
ud.m_monsters_off = ud.monsters_off = 0;
ud.m_respawn_items = 0;
ud.m_respawn_inventory = 0;
ud.multimode = 1;
ud.m_volume_number = gs.Episode;
ud.m_level_number = gs.Level;
G_NewGame_EnterLevel();
#endif
}
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)
{
#if 0
Menu_DrawBackground(origin);
G_ScreenText(MF_Bluefont.tilenum, int((origin.X + 160) * 65536), int((origin.Y + position) * 65536), MF_Bluefont.zoom, 0, 0, text, 0, MF_Bluefont.pal,
2 | 8 | 16 | ROTATESPRITE_FULL16, 0, MF_Bluefont.emptychar.x, MF_Bluefont.emptychar.y, MF_Bluefont.between.x, MF_Bluefont.between.y,
MF_Bluefont.textflags | TEXT_XCENTER, 0, 0, xdim - 1, ydim - 1);
#endif
}
END_BLD_NS
//----------------------------------------------------------------------------
//
// Class registration
//
//----------------------------------------------------------------------------
static TMenuClassDescriptor<Blood::BloodListMenu> _lm("Blood.ListMenu");
void RegisterBloodMenus()
{
menuClasses.Push(&_lm);
}