//------------------------------------------------------------------------- /* 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; either version 2 of the License, or (at your option) any later version. 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 "d_net.h" #include "gamecontrol.h" #include "misc.h" #include "version.h" #include "network.h" #include "misc.h" #include "razemenu.h" #include "raze_sound.h" #include "sounds.h" #include "gamestate.h" #include "raze_music.h" #include "v_draw.h" #include "vm.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 // //---------------------------------------------------------------------------- void GameInterface::MenuSound(EMenuSounds snd) { switch (snd) { case CursorSound: PlaySound(DIGI_STAR, v3df_dontpan, CHAN_BODY, CHANF_UI); break; case AdvanceSound: case ChooseSound: PlaySound(DIGI_SWORDSWOOSH, v3df_dontpan, CHAN_BODY, CHANF_UI); break; case CloseSound: case BackSound: PlaySound(DIGI_STARCLINK, v3df_dontpan, CHAN_BODY, CHANF_UI); break; default: return; } } bool GameInterface::CanSave() { return (gamestate == GS_LEVEL && !CommEnabled && numplayers ==1 && /*!DemoMode &&*/ !TEST(Player[myconnectindex].Flags, PF_DEAD)); } bool GameInterface::StartGame(FNewGameStartup& gs) { PLAYERp pp = Player + screenpeek; int handle = 0; int zero = 0; CameraTestMode = false; StopAmbientSound(); //InitNewGame(); if (!netgame) { if (gs.Skill == 0) PlaySound(DIGI_TAUNTAI3, v3df_none, CHAN_VOICE, CHANF_UI); else if (gs.Skill == 1) PlaySound(DIGI_NOFEAR, v3df_none, CHAN_VOICE, CHANF_UI); else if (gs.Skill == 2) PlaySound(DIGI_WHOWANTSWANG, v3df_none, CHAN_VOICE, CHANF_UI); else if (gs.Skill == 3) PlaySound(DIGI_NOPAIN, v3df_none, CHAN_VOICE, CHANF_UI); while (soundEngine->IsSourcePlayingSomething(SOURCE_None, nullptr, CHAN_VOICE)) { gi->UpdateSounds(); soundEngine->UpdateSounds(I_GetTime()); I_GetEvent(); } Net_ClearFifo(); } return true; } FSavegameInfo GameInterface::GetSaveSig() { return { SAVESIG_SW, MINSAVEVER_SW, SAVEVER_SW }; } END_SW_NS