raze/source/sw/src/d_menu.cpp
Christoph Oelckers db21d5e946 - took all script exports out of the namespaces.
It looks like GCC cannot deal with this - on MSVC it works fine.
2020-10-10 10:11:22 +02:00

158 lines
3.6 KiB
C++

//-------------------------------------------------------------------------
/*
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 "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"
#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
//
//----------------------------------------------------------------------------
void GameInterface::QuitToTitle()
{
Mus_Stop();
gameaction = ga_mainmenu;
}
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;
MapRecord* map;
if (gs.Episode >= 1)
{
if (g_gameType & GAMEFLAG_SHAREWARE)
{
M_StartMessage(GStrings("BUYSW"), 1, NAME_None);
return false;
}
map = FindMapByLevelNum(5);
}
else
map = FindMapByLevelNum(1);
if (!map) return false;
CameraTestMode = false;
StopFX();
//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();
}
DeferedStartGame(map, gs.Skill);
return true;
}
FSavegameInfo GameInterface::GetSaveSig()
{
return { SAVESIG_SW, MINSAVEVER_SW, SAVEVER_SW };
}
END_SW_NS