raze/source/sw/src/d_menu.cpp
2020-08-18 20:26:16 +02:00

266 lines
6.6 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 "gamecontrol.h"
#include "network.h"
#include "misc.h"
#include "version.h"
#include "network.h"
#include "misc.h"
#include "menu.h"
#include "raze_sound.h"
#include "sounds.h"
#include "gamestate.h"
#include "raze_music.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
//
//----------------------------------------------------------------------------
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_ScaleToFit43, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
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);
}
}
};
//----------------------------------------------------------------------------
//
// Menu related game interface functions
//
//----------------------------------------------------------------------------
void GameInterface::DrawNativeMenuText(int fontnum, int state, double xpos, double ypos, float fontscale, const char* text, int flags)
{
short w, h;
switch (fontnum)
{
case NIT_BigFont:
MNU_DrawStringLarge(short(xpos), short(ypos), text, state == NIT_InactiveState? 20 : 0, (flags & LMF_Centered)? 0 : -1);
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_ScaleToFit43, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
DTA_CenterOffset, true, DTA_Color, 0xfff0f0f0, DTA_ScaleX, scale / 65536., DTA_ScaleY, scale / 65536., TAG_DONE);
}
}
void GameInterface::QuitToTitle()
{
Mus_Stop();
TerminateLevel();
currentLevel = nullptr;
M_StartControlPanel(false);
M_SetMenu(NAME_Mainmenu);
gamestate = GS_MENUSCREEN;
}
void GameInterface::MenuOpened()
{
}
void GameInterface::MenuSound(EMenuSounds snd)
{
switch (snd)
{
case CursorSound:
PlaySound(DIGI_STAR, v3df_dontpan, CHAN_BODY, CHANF_UI);
break;
case AdvanceSound:
PlaySound(DIGI_SWORDSWOOSH, v3df_dontpan, CHAN_BODY, CHANF_UI);
break;
case CloseSound:
PlaySound(DIGI_STARCLINK, v3df_dontpan, CHAN_BODY, CHANF_UI);
break;
default:
return;
}
}
void GameInterface::MenuClosed()
{
}
extern SWBOOL ExitLevel, NewGame;
bool GameInterface::CanSave()
{
return (gamestate == GS_LEVEL && !CommEnabled && numplayers ==1 && /*!DemoMode &&*/ !TEST(Player[myconnectindex].Flags, PF_DEAD));
}
void GameInterface::StartGame(FNewGameStartup& gs)
{
PLAYERp pp = Player + screenpeek;
int handle = 0;
int zero = 0;
// always assumed that a demo is playing
ready2send = 0;
if (gs.Episode >= 1)
NextLevel = FindMapByLevelNum(5);
else
NextLevel = FindMapByLevelNum(1);
if (!NextLevel) return;
ExitLevel = TRUE;
NewGame = TRUE;
CameraTestMode = FALSE;
Skill = gs.Skill;
StopFX();
//InitNewGame();
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))
{
DoUpdateSounds();
I_GetEvent();
}
}
FSavegameInfo GameInterface::GetSaveSig()
{
return { SAVESIG_SW, MINSAVEVER_SW, SAVEVER_SW };
}
void GameInterface::DrawMenuCaption(const DVector2& origin, const char* text)
{
DrawTexture(twod, tileGetTexture(2427), 10, 2, DTA_FullscreenScale, FSMode_ScaleToFit43, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
DTA_TopLeft, true, DTA_Color, 0xfff0f0f0, TAG_DONE);
MNU_DrawStringLarge(160, 5, text, 1, 0);
}
END_SW_NS
//----------------------------------------------------------------------------
//
// Class registration
//
//----------------------------------------------------------------------------
static TMenuClassDescriptor<ShadowWarrior::SWMainMenu> _mm("ShadowWarrior.MainMenu");
static TMenuClassDescriptor<ShadowWarrior::SWOrderMenu> _so("ShadowWarrior.OrderMenu");
void RegisterSWMenus()
{
menuClasses.Push(&_mm);
menuClasses.Push(&_so);
}