mirror of
https://github.com/ZDoom/Raze.git
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df6a9823e3
Should be GPL 2+, not GPL 2.
133 lines
3.2 KiB
C++
133 lines
3.2 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2019 Christoph Oelckers
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This is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include "build.h"
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#include "g_input.h"
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#include "names2.h"
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#include "panel.h"
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#include "game.h"
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#include "tags.h"
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#include "sector.h"
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#include "sprite.h"
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#include "weapon.h"
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#include "player.h"
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#include "jsector.h"
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#include "menus.h"
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#include "pal.h"
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#include "keydef.h"
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#include "d_net.h"
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#include "gamecontrol.h"
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#include "misc.h"
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#include "version.h"
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#include "network.h"
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#include "misc.h"
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#include "razemenu.h"
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#include "raze_sound.h"
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#include "sounds.h"
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#include "gamestate.h"
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#include "raze_music.h"
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#include "v_draw.h"
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#include "vm.h"
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BEGIN_SW_NS
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//----------------------------------------------------------------------------
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//
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// Implements the native looking menu used for the main menu
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// and the episode/skill selection screens, i.e. the parts
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// that need to look authentic
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//
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//----------------------------------------------------------------------------
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void GameInterface::MenuSound(EMenuSounds snd)
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{
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switch (snd)
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{
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case CursorSound:
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PlaySound(DIGI_STAR, v3df_dontpan, CHAN_BODY, CHANF_UI);
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break;
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case AdvanceSound:
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case ChooseSound:
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PlaySound(DIGI_SWORDSWOOSH, v3df_dontpan, CHAN_BODY, CHANF_UI);
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break;
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case CloseSound:
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case BackSound:
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PlaySound(DIGI_STARCLINK, v3df_dontpan, CHAN_BODY, CHANF_UI);
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break;
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default:
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return;
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}
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}
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bool GameInterface::CanSave()
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{
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return (gamestate == GS_LEVEL && !CommEnabled && numplayers ==1 && /*!DemoMode &&*/ !TEST(Player[myconnectindex].Flags, PF_DEAD));
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}
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bool GameInterface::StartGame(FNewGameStartup& gs)
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{
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PLAYERp pp = Player + screenpeek;
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int handle = 0;
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int zero = 0;
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CameraTestMode = false;
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StopAmbientSound();
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//InitNewGame();
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if (!netgame)
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{
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if (gs.Skill == 0)
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PlaySound(DIGI_TAUNTAI3, v3df_none, CHAN_VOICE, CHANF_UI);
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else if (gs.Skill == 1)
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PlaySound(DIGI_NOFEAR, v3df_none, CHAN_VOICE, CHANF_UI);
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else if (gs.Skill == 2)
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PlaySound(DIGI_WHOWANTSWANG, v3df_none, CHAN_VOICE, CHANF_UI);
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else if (gs.Skill == 3)
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PlaySound(DIGI_NOPAIN, v3df_none, CHAN_VOICE, CHANF_UI);
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while (soundEngine->IsSourcePlayingSomething(SOURCE_None, nullptr, CHAN_VOICE))
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{
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gi->UpdateSounds();
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soundEngine->UpdateSounds(I_GetTime());
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I_GetEvent();
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}
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Net_ClearFifo();
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}
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return true;
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}
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FSavegameInfo GameInterface::GetSaveSig()
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{
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return { SAVESIG_SW, MINSAVEVER_SW, SAVEVER_SW };
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}
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END_SW_NS
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