//------------------------------------------------------------------------- /* 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 "common_game.h" #include "blood.h" #include "config.h" #include "gamemenu.h" #include "globals.h" #include "inifile.h" #include "levels.h" #include "qav.h" #include "resource.h" #include "view.h" #include "demo.h" #include "network.h" #include "mmulti.h" #include "c_bind.h" #include "menu/menu.h" #include "sfx.h" bool ShowOptionMenu(); BEGIN_BLD_NS class CGameMenuItemQAV { public: int m_nX, m_nY; TArray 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 = 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(); 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 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 yet functional. for (auto name : { NAME_MainMenu, NAME_IngameMenu }) { FMenuDescriptor** desc = MenuDescriptors.CheckKey(name); if (desc != NULL && (*desc)->mType == MDESC_ListMenu) { FListMenuDescriptor* ld = static_cast(*desc); for (auto& li : ld->mItems) { if (li->GetAction(nullptr) == NAME_MultiMenu) { li->mEnabled = false; } } } } } //---------------------------------------------------------------------------- // // 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(); } }; //---------------------------------------------------------------------------- // // // //---------------------------------------------------------------------------- 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); } }; //---------------------------------------------------------------------------- // // 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() { return (gGameStarted && gPlayer[myconnectindex].pXSprite->health != 0); } void GameInterface::StartGame(FGameStartup& gs) { sfxKillAllSounds(); 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(); } 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, bool bg) { if (text) { int width, height = 0; viewGetFontInfo(0, "T", &width, &height); auto lines = FString(text).Split("\n"); int y = 100 - (height * lines.Size() / 2); for (auto& l : lines) { int lheight = 0; viewGetFontInfo(0, l, &width, &lheight); int x = 160 - width / 2; viewDrawText(0, l, x, y, 0, 0, 0, false); y += height; } } } void GameInterface::QuitToTitle() { if (gGameOptions.nGameType == 0 || numplayers == 1) { gQuitGame = true; gRestartGame = true; } else gQuitRequest = 2; } END_BLD_NS //---------------------------------------------------------------------------- // // Class registration // //---------------------------------------------------------------------------- static TMenuClassDescriptor _lm("Blood.ListMenu"); static TMenuClassDescriptor _mm("Blood.MainMenu"); static TMenuClassDescriptor _im("Blood.ImageScrollerMenu"); void RegisterBloodMenus() { menuClasses.Push(&_lm); menuClasses.Push(&_mm); menuClasses.Push(&_im); }