//------------------------------------------------------------------------- /* 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 "g_input.h" #include "names2.h" #include "panel.h" #include "game.h" #include "tags.h" #include "sector.h" #include "sprite.h" #include "weapon.h" #include "player.h" #include "jsector.h" #include "menus.h" #include "pal.h" #include "keydef.h" #include "gamecontrol.h" #include "network.h" #include "misc.h" #include "version.h" #include "network.h" #include "misc.h" #include "menu.h" #include "raze_sound.h" #include "sounds.h" #include "gamestate.h" #include "../../glbackend/glbackend.h" BEGIN_SW_NS //---------------------------------------------------------------------------- // // 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 SWMainMenu : public DListMenu { void Ticker() override { // Dynamically enable and disable the save option for (unsigned e = 0; e < mDesc->mItems.Size(); ++e) { auto entry = mDesc->mItems[e]; if (entry->GetAction(nullptr) == NAME_Savegamemenu) { entry->mEnabled = gi->CanSave(); } } } void PreDraw() override { DrawTexture(twod, tileGetTexture(pic_shadow_warrior), 160, 15, DTA_FullscreenScale, FSMode_ScaleToFit43, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_CenterOffsetRel, true, DTA_Color, 0xfff0f0f0, TAG_DONE); } }; static bool DidOrderSound; static int zero = 0; class SWOrderMenu : public DImageScrollerMenu { public: SWOrderMenu() { if (SW_SHAREWARE && !DidOrderSound) { DidOrderSound = true; int choose_snd = STD_RANDOM_RANGE(1000); if (choose_snd > 500) PlaySound(DIGI_WANGORDER1, v3df_dontpan, CHAN_BODY, CHANF_UI); else PlaySound(DIGI_WANGORDER2, v3df_dontpan, CHAN_BODY, CHANF_UI); } } }; //---------------------------------------------------------------------------- // // Menu related game interface functions // //---------------------------------------------------------------------------- void GameInterface::DrawNativeMenuText(int fontnum, int state, double xpos, double ypos, float fontscale, const char* text, int flags) { short w, h; switch (fontnum) { case NIT_BigFont: MNU_DrawStringLarge(short(xpos), short(ypos), text, state == NIT_InactiveState? 20 : 0, (flags & LMF_Centered)? 0 : -1); break; case NIT_SmallFont: default: MNU_DrawString(short(xpos), short(ypos), text, state == NIT_InactiveState? 20 : 0, 16, (flags & LMF_Centered) ? 0 : -1); break; } if (state == NIT_SelectedState) { int x = int(xpos), y = int(ypos); int scale = 65536; short w,h; if (text) { scale /= 2; x -= mulscale17(tilesiz[pic_yinyang].x,scale) + 2; y += 4; } else { scale -= (1<<13); x -= ((tilesiz[pic_yinyang].x) / 2) - 3; y += 8; } DrawTexture(twod, tileGetTexture(pic_yinyang, true), x, y, DTA_FullscreenScale, FSMode_ScaleToFit43, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_CenterOffset, true, DTA_Color, 0xfff0f0f0, DTA_ScaleX, scale / 65536., DTA_ScaleY, scale / 65536., TAG_DONE); } } void GameInterface::MenuOpened() { } void GameInterface::MenuSound(EMenuSounds snd) { switch (snd) { case CursorSound: PlaySound(DIGI_STAR, v3df_dontpan, CHAN_BODY, CHANF_UI); break; case AdvanceSound: PlaySound(DIGI_SWORDSWOOSH, v3df_dontpan, CHAN_BODY, CHANF_UI); break; case CloseSound: PlaySound(DIGI_STARCLINK, v3df_dontpan, CHAN_BODY, CHANF_UI); break; default: return; } } void GameInterface::MenuClosed() { } extern SWBOOL ExitLevel, NewGame; bool GameInterface::CanSave() { return (gamestate == GS_LEVEL && !CommEnabled && numplayers ==1 && /*!DemoMode &&*/ !TEST(Player[myconnectindex].Flags, PF_DEAD)); } void GameInterface::StartGame(FNewGameStartup& gs) { PLAYERp pp = Player + screenpeek; int handle = 0; int zero = 0; // always assumed that a demo is playing ready2send = 0; if (gs.Episode >= 1) NextLevel = FindMapByLevelNum(5); else NextLevel = FindMapByLevelNum(1); if (!NextLevel) return; ExitLevel = TRUE; NewGame = TRUE; CameraTestMode = FALSE; Skill = gs.Skill; StopFX(); //InitNewGame(); if (Skill == 0) PlaySound(DIGI_TAUNTAI3, v3df_none, CHAN_VOICE, CHANF_UI); else if (Skill == 1) PlaySound(DIGI_NOFEAR, v3df_none, CHAN_VOICE, CHANF_UI); else if (Skill == 2) PlaySound(DIGI_WHOWANTSWANG, v3df_none, CHAN_VOICE, CHANF_UI); else if (Skill == 3) PlaySound(DIGI_NOPAIN, v3df_none, CHAN_VOICE, CHANF_UI); while (soundEngine->IsSourcePlayingSomething(SOURCE_None, nullptr, CHAN_VOICE)) { DoUpdateSounds(); I_GetEvent(); } } FSavegameInfo GameInterface::GetSaveSig() { return { SAVESIG_SW, MINSAVEVER_SW, SAVEVER_SW }; } void GameInterface::DrawMenuCaption(const DVector2& origin, const char* text) { DrawTexture(twod, tileGetTexture(2427), 10, 2, DTA_FullscreenScale, FSMode_ScaleToFit43, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_TopLeft, true, DTA_Color, 0xfff0f0f0, TAG_DONE); MNU_DrawStringLarge(160, 5, text, 1, 0); } END_SW_NS //---------------------------------------------------------------------------- // // Class registration // //---------------------------------------------------------------------------- static TMenuClassDescriptor _mm("ShadowWarrior.MainMenu"); static TMenuClassDescriptor _so("ShadowWarrior.OrderMenu"); void RegisterSWMenus() { menuClasses.Push(&_mm); menuClasses.Push(&_so); }