//------------------------------------------------------------------------- /* Copyright (C) 2016 EDuke32 developers and contributors Copyright (C) 2019 Christoph Oelckers This 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 "exhumed.h" #include "engine.h" #include "sound.h" #include "names.h" #include "version.h" #include "raze_sound.h" #include "gamestate.h" #include "mapinfo.h" #include "gamecontrol.h" #include "v_draw.h" #include "vm.h" #include "razemenu.h" #include "../../glbackend/glbackend.h" BEGIN_PS_NS void GameInterface::MenuOpened() { GrabPalette(); menuDelegate->FloatVar(NAME_zoomsize) = 0; StopLocalSound(); } void GameInterface::MenuSound(EMenuSounds snd) { switch (snd) { case ActivateSound: PlayLocalSound(StaticSound[kSound31], 0, false, CHANF_UI); break; case CursorSound: PlayLocalSound(StaticSound[kSound35], 0, false, CHANF_UI); break; case AdvanceSound: case BackSound: PlayLocalSound(StaticSound[kSound33], 0, false, CHANF_UI); break; default: return; } } void GameInterface::QuitToTitle() { gameaction = ga_mainmenu; } bool GameInterface::StartGame(FNewGameStartup& gs) { auto map = FindMapByLevelNum(gs.Skill); // 0 is training, 1 is the regular game - the game does not have skill levels. DeferedStartGame(map, 1, true); return true; } FSavegameInfo GameInterface::GetSaveSig() { return { SAVESIG_PS, MINSAVEVER_PS, SAVEVER_PS }; } END_PS_NS using namespace Exhumed; DEFINE_ACTION_FUNCTION(_ListMenuItemExhumedPlasma, Draw) { menu_DoPlasma(); return 0; } DEFINE_ACTION_FUNCTION(_ListMenuItemExhumedLogo, Draw) { auto nLogoTile = GameLogo(); DrawRel(nLogoTile, 160, 40); return 0; }