//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment Copyright (C) 2020 - Christoph Oelckers This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition Duke Nukem 3D is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. Original Source: 1996 - Todd Replogle Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- #include "ns.h" // Must come before everything else! #include "duke3d.h" #include "osdcmds.h" #include "savegame.h" #include "game.h" #include "superfasthash.h" #include "gamecvars.h" #include "gamecontrol.h" #include "c_bind.h" #include "menu/menu.h" #include "gstrings.h" #include "version.h" #include "namesdyn.h" #include "../../glbackend/glbackend.h" BEGIN_DUKE_NS //---------------------------------------------------------------------------- // // // //---------------------------------------------------------------------------- static void Menu_DrawBackground(const DVector2 &origin) { DrawTexture(twod, tileGetTexture(TILE_MENUSCREEN), origin.X + 160, origin.Y + 100, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_Color, 0xff808080, DTA_CenterOffset, true, TAG_DONE); } //---------------------------------------------------------------------------- // // // //---------------------------------------------------------------------------- static void Menu_DrawCursor(double x, double y, double scale, bool right) { const int frames = isRR() ? 16 : 7; int picnum; if (!right) picnum = TILE_SPINNINGNUKEICON + (((int)totalclock >> 3) % frames); else picnum = TILE_SPINNINGNUKEICON + frames - 1 - ((frames - 1 + ((int)totalclock >> 3)) % frames); int light = int(224 + 31 * sin((int)totalclock / 20.)); PalEntry pe(255, light, light, light); DrawTexture(twod, tileGetTexture(picnum), x, y, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_Color, pe, DTA_CenterOffset, true, TAG_DONE); } //---------------------------------------------------------------------------- // // 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 DukeListMenu : public DListMenu { using Super = DListMenu; protected: void Ticker() override { // Lay out the menu. int y_upper = mDesc->mYpos; int y_lower = y_upper + mDesc->mYbotton; int y = 0; int spacing = 0; const int height = 15; // cannot take value from the font because it would be inconsistent int totalheight = 0, numvalidentries = mDesc->mItems.Size(); for (unsigned e = 0; e < mDesc->mItems.Size(); ++e) { auto entry = mDesc->mItems[e]; entry->mHidden = false; entry->SetHeight(height); totalheight += height; } if (mDesc->mSpacing <= 0) spacing = std::max(0, (y_lower - y_upper - totalheight) / (numvalidentries > 1 ? numvalidentries - 1 : 1)); if (spacing <= 0) spacing = mDesc->mSpacing; int totalHeight; for (unsigned e = 0; e < mDesc->mItems.Size(); ++e) { auto entry = mDesc->mItems[e]; if (!entry->mHidden) { entry->SetY(y_upper + y); y += height; totalHeight = y; y += spacing; } } } }; //---------------------------------------------------------------------------- // // // //---------------------------------------------------------------------------- class DukeMainMenu : public DukeListMenu { virtual void Init(DMenu* parent = NULL, FListMenuDescriptor* desc = NULL) override { DukeListMenu::Init(parent, desc); } void PreDraw() override { DukeListMenu::PreDraw(); double x = origin.X + 160; if (RRRA) { DrawTexture(twod, tileGetTexture(TILE_THREEDEE), x-5, origin.Y+57, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_ScaleX, 0.253, DTA_ScaleY, 0.253, DTA_CenterOffset, true, TAG_DONE); } else if (isRR()) { DrawTexture(twod, tileGetTexture(TILE_INGAMEDUKETHREEDEE), x+5, origin.Y + 24, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_ScaleX, 0.36, DTA_ScaleY, 0.36, DTA_CenterOffset, true, TAG_DONE); } else { DrawTexture(twod, tileGetTexture(TILE_INGAMEDUKETHREEDEE), x, origin.Y + 29, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_CenterOffset, true, TAG_DONE); if (PLUTOPAK) { int light = 224 + 31 * sin(int(totalclock) / 40.); PalEntry pe(255, light, light, light); DrawTexture(twod, tileGetTexture(TILE_PLUTOPAKSPRITE + 2), x + 100, origin.Y + 36, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_Color, pe, DTA_CenterOffset, true, TAG_DONE); } } } }; //---------------------------------------------------------------------------- // // Menu related game interface functions // //---------------------------------------------------------------------------- void GameInterface::DrawNativeMenuText(int fontnum, int state, double oxpos, double ypos, float fontscale, const char* text, int flags) { double xpos = oxpos; int trans; PalEntry pe; double scale = isRR() ? 0.4 : 1.; if (flags & LMF_Centered) xpos -= BigFont->StringWidth(text) * scale * 0.5; if (state == NIT_InactiveState) { trans = TRANSLATION(Translation_Remap, 1); pe = 0xffffffff; } else if (state == NIT_SelectedState) { trans = 0; int light = 224 + 31 * sin(int(totalclock) / 20.); pe = PalEntry(255, light, light, light); } else { trans = 0; pe = 0xffa0a0a0; } DrawText(twod, BigFont, CR_UNDEFINED, xpos, ypos, text, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_Color, pe, DTA_TranslationIndex, trans, TAG_DONE); if (state == NIT_SelectedState) { const int cursorOffset = 110; const double cursorScale = isRR() ? 0.2 : 1.0; const double ymid = ypos + 7; // half height must be hardcoded or layouts will break. if (flags & LMF_Centered) { Menu_DrawCursor(oxpos + cursorOffset, ymid, cursorScale, false); Menu_DrawCursor(oxpos - cursorOffset, ymid, cursorScale, true); } else Menu_DrawCursor(oxpos - cursorOffset, ymid, cursorScale, false); } } void GameInterface::MenuOpened() { S_PauseSounds(true); if ((!g_netServer && ud.multimode < 2)) { ready2send = 0; totalclock = ototalclock; screenpeek = myconnectindex; } auto& gm = g_player[myconnectindex].ps->gm; if (gm & MODE_GAME) { gm |= MODE_MENU; } } void GameInterface::MenuSound(EMenuSounds snd) { switch (snd) { case ActivateSound: S_MenuSound(); break; case CursorSound: S_PlaySound(isRR() ? 335 : KICK_HIT, CHAN_AUTO, CHANF_UI); break; case AdvanceSound: S_PlaySound(isRR() ? 341 : PISTOL_BODYHIT, CHAN_AUTO, CHANF_UI); break; case CloseSound: S_PlaySound(EXITMENUSOUND, CHAN_AUTO, CHANF_UI); break; default: return; } } void GameInterface::MenuClosed() { auto& gm = g_player[myconnectindex].ps->gm; if (gm & MODE_GAME) { if (gm & MODE_MENU) inputState.ClearAllInput(); // The following lines are here so that you cannot close the menu when no game is running. gm &= ~MODE_MENU; if ((!g_netServer && ud.multimode < 2) && ud.recstat != 2) { ready2send = 1; totalclock = ototalclock; g_cameraClock = (int32_t)totalclock; g_cameraDistance = 65536; } G_UpdateScreenArea(); S_PauseSounds(false); } } bool GameInterface::CanSave() { if (ud.recstat == 2) return false; auto &myplayer = *g_player[myconnectindex].ps; if (sprite[myplayer.i].extra <= 0) { //P_DoQuote(QUOTE_SAVE_DEAD, &myplayer); // handled by the menu. return false; } return true; } void GameInterface::StartGame(FNewGameStartup& gs) { int32_t skillsound = PISTOL_BODYHIT; soundEngine->StopAllChannels(); static const short sounds_d[] = { JIBBED_ACTOR6, BONUS_SPEECH1, DUKE_GETWEAPON2, JIBBED_ACTOR5, JIBBED_ACTOR5 }; static const short sounds_r[] = { 427, 428, 196, 195, 197 }; if (gs.Skill >=0 && gs.Skill <= 5) skillsound = isRR()? sounds_r[gs.Skill] : sounds_d[gs.Skill]; ud.m_player_skill = gs.Skill + 1; if (menu_sounds && skillsound >= 0 && SoundEnabled()) { S_PlaySound(skillsound, CHAN_AUTO, CHANF_UI); while (S_CheckSoundPlaying(skillsound)) { S_Update(); G_HandleAsync(); } } ud.m_respawn_monsters = (gs.Skill == 3); ud.m_volume_number = gs.Episode; m_level_number = gs.Level; ud.m_monsters_off = ud.monsters_off = 0; ud.m_respawn_items = 0; ud.m_respawn_inventory = 0; ud.multimode = 1; G_NewGame_EnterLevel(); } FSavegameInfo GameInterface::GetSaveSig() { return { SAVESIG_RR, MINSAVEVER_RR, SAVEVER_RR }; } void GameInterface::DrawMenuCaption(const DVector2& origin, const char* text) { DrawTexture(twod, tileGetTexture(TILE_MENUBAR), origin.X + 160, origin.Y + 19, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_Color, 0xff808080, DTA_CenterOffset, 1, TAG_DONE); FString t = text; size_t newlen = t.Len(); if (t[t.Len() - 1] == ':') newlen--; if (newlen > 63) newlen = 63; t.Truncate(newlen); double scale = isRR() ? 0.4 : 1.0; double x = 160 + origin.X - BigFont->StringWidth(t) * scale * 0.5; DrawText(twod, BigFont, CR_UNTRANSLATED, x, origin.Y + 12, t, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_ScaleX, scale, DTA_ScaleY, scale, TAG_DONE); } void GameInterface::DrawCenteredTextScreen(const DVector2 &origin, const char *text, int position, bool bg) { if (bg) Menu_DrawBackground(origin); else if (!isRR()) { Menu_DrawCursor(160, 130, 1, false); } ::GameInterface::DrawCenteredTextScreen(origin, text, position, bg); } void GameInterface::QuitToTitle() { g_player[myconnectindex].ps->gm = MODE_DEMO; artClearMapArt(); } END_DUKE_NS //---------------------------------------------------------------------------- // // Class registration // //---------------------------------------------------------------------------- static TMenuClassDescriptor _mm("Duke.MainMenu"); static TMenuClassDescriptor _lm("Duke.ListMenu"); static TMenuClassDescriptor _ism("Duke.ImageScrollerMenu"); // does not implement a new class, we only need the descriptor. void RegisterDuke3dMenus() { menuClasses.Push(&_mm); menuClasses.Push(&_lm); menuClasses.Push(&_ism); }