//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT Copyright (C) 2020 Christoph Oelckers This file is part of Raze. 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 "mmulti.h" #include "c_bind.h" #include "razemenu.h" #include "gamestate.h" #include "v_video.h" #include "v_draw.h" #include "vm.h" #include "blood.h" bool ShowOptionMenu(); BEGIN_BLD_NS class CGameMenuItemQAV { public: int m_nX, m_nY; TArray raw; int duration; 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(); duration = data->duration; lastTick = I_GetBuildTime(); } } } void CGameMenuItemQAV::Draw(void) { if (bClearBackground) twod->ClearScreen(); if (raw.Size() > 0) { auto data = (QAV*)raw.Data(); int backFC = gFrameClock; int currentclock = I_GetBuildTime(); gFrameClock = currentclock; int nTicks = currentclock - lastTick; lastTick = currentclock; duration -= nTicks; if (duration <= 0 || duration > data->duration) { duration = data->duration; } data->Play(data->duration - duration - nTicks, data->duration - duration, -1, NULL); 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->duration - duration, 10 + kQavOrientationLeft, 0, 0, false); data->x += 320; } data->x = backX; } else data->Draw(data->duration - duration, 10, 0, 0, false); gFrameClock = backFC; } } static std::unique_ptr 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 functional. for (auto name : { NAME_Mainmenu, NAME_IngameMenu }) { DMenuDescriptor** desc = MenuDescriptors.CheckKey(name); if (desc != NULL && (*desc)->IsKindOf(RUNTIME_CLASS(DListMenuDescriptor))) { DListMenuDescriptor* ld = static_cast(*desc); for (auto& li : ld->mItems) { if (li->mAction == NAME_MultiMenu) { li->mEnabled = -1; } } } } } //---------------------------------------------------------------------------- // // Menu related game interface functions // //---------------------------------------------------------------------------- void GameInterface::MenuOpened() { itemBloodQAV.reset(new CGameMenuItemQAV(160, 100, "BDRIP.QAV", true)); } void GameInterface::MenuClosed() { itemBloodQAV.reset(); } bool GameInterface::CanSave() { return (gamestate == GS_LEVEL && gPlayer[myconnectindex].pXSprite->health != 0); } bool GameInterface::StartGame(FNewGameStartup& gs) { if (gs.Episode >= 1) { if (g_gameType & GAMEFLAG_SHAREWARE) { M_StartMessage(GStrings("BUYBLOOD"), 1, NAME_None); // unreachable because we do not support Blood SW versions yet. return false; } } sfxKillAllSounds(); auto map = FindMapByLevelNum(levelnum(gs.Episode, gs.Level)); DeferedStartGame(map, gs.Skill); return true; } FSavegameInfo GameInterface::GetSaveSig() { return { SAVESIG_BLD, MINSAVEVER_BLD, SAVEVER_BLD }; } void GameInterface::QuitToTitle() { Mus_Stop(); gameaction = ga_mainmenu; } END_BLD_NS using namespace Blood; //---------------------------------------------------------------------------- // // // //---------------------------------------------------------------------------- DEFINE_ACTION_FUNCTION(DListMenuItemBloodDripDrawer, Draw) { // For narrow screens this would be mispositioned so skip drawing it there. double ratio = screen->GetWidth() / double(screen->GetHeight()); if (ratio > 1.32) itemBloodQAV->Draw(); return 0; } DEFINE_ACTION_FUNCTION(_ImageScrollerPageQavDrawer, LoadQav) { PARAM_PROLOGUE; PARAM_STRING(str); auto qav = new CGameMenuItemQAV(160, 100, str, false, true); ACTION_RETURN_POINTER(qav); } DEFINE_ACTION_FUNCTION(_ImageScrollerPageQavDrawer, DestroyQav) { PARAM_PROLOGUE; PARAM_POINTER(qav, CGameMenuItemQAV); if (qav) delete qav; return 0; } DEFINE_ACTION_FUNCTION(_ImageScrollerPageQavDrawer, DrawQav) { PARAM_PROLOGUE; PARAM_POINTER(qav, CGameMenuItemQAV); qav->Draw(); return 0; }