raze/source/sw/src/d_menu.cpp
Christoph Oelckers 3dbb8cbb11 - safety commit
2020-10-05 21:47:53 +02:00

252 lines
5.9 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 "../../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
//
//----------------------------------------------------------------------------
#if 0
class SWMainMenu : public DListMenu
{
void Ticker() override
{
// Dynamically enable and disable the save option
for (unsigned e = 0; e < mDesc->mItems.Size(); ++e)
{
auto entry = mDesc->mItems[e];
if (entry->GetAction(nullptr) == NAME_Savegamemenu)
{
entry->mEnabled = gi->CanSave();
}
}
}
void PreDraw() override
{
DrawTexture(twod, tileGetTexture(pic_shadow_warrior), 160, 15, DTA_FullscreenScale, FSMode_Fit320x200,
DTA_CenterOffsetRel, true, DTA_Color, 0xfff0f0f0, TAG_DONE);
}
};
static bool DidOrderSound;
static int zero = 0;
class SWOrderMenu : public DImageScrollerMenu
{
public:
SWOrderMenu()
{
if (SW_SHAREWARE && !DidOrderSound)
{
DidOrderSound = true;
int choose_snd = STD_RANDOM_RANGE(1000);
if (choose_snd > 500)
PlaySound(DIGI_WANGORDER1, v3df_dontpan, CHAN_BODY, CHANF_UI);
else
PlaySound(DIGI_WANGORDER2, v3df_dontpan, CHAN_BODY, CHANF_UI);
}
}
};
#endif
//----------------------------------------------------------------------------
//
// Menu related game interface functions
//
//----------------------------------------------------------------------------
void GameInterface::DrawNativeMenuText(int fontnum, int state, double xpos, double ypos, float fontscale, const char* text, int flags)
{
#if 0
switch (fontnum)
{
case NIT_BigFont:
if (flags & LMF_Centered) xpos -= BigFont->StringWidth(text) * 0.5;
DrawText(twod, BigFont, CR_UNDEFINED, xpos, ypos, text, DTA_FullscreenScale, FSMode_Fit320x200, DTA_Color, state == NIT_InactiveState? 0xff505050 : 0xffffffff, TAG_DONE);
break;
case NIT_SmallFont:
default:
MNU_DrawString(short(xpos), short(ypos), text, state == NIT_InactiveState? 20 : 0, 16, (flags & LMF_Centered) ? 0 : -1);
break;
}
if (state == NIT_SelectedState)
{
int x = int(xpos), y = int(ypos);
int scale = 65536;
short w,h;
if (text)
{
scale /= 2;
x -= mulscale17(tilesiz[pic_yinyang].x,scale) + 2;
y += 4;
}
else
{
scale -= (1<<13);
x -= ((tilesiz[pic_yinyang].x) / 2) - 3;
y += 8;
}
DrawTexture(twod, tileGetTexture(pic_yinyang, true), x, y, DTA_FullscreenScale, FSMode_Fit320x200,
DTA_CenterOffset, true, DTA_Color, 0xfff0f0f0, DTA_ScaleX, scale / 65536., DTA_ScaleY, scale / 65536., TAG_DONE);
}
#endif
}
void GameInterface::QuitToTitle()
{
Mus_Stop();
gameaction = ga_mainmenu;
}
void GameInterface::MenuOpened()
{
}
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;
}
}
void GameInterface::MenuClosed()
{
}
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 (Skill == 0)
PlaySound(DIGI_TAUNTAI3, v3df_none, CHAN_VOICE, CHANF_UI);
else if (Skill == 1)
PlaySound(DIGI_NOFEAR, v3df_none, CHAN_VOICE, CHANF_UI);
else if (Skill == 2)
PlaySound(DIGI_WHOWANTSWANG, v3df_none, CHAN_VOICE, CHANF_UI);
else if (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