raze/source/blood/src/menu.cpp
Christoph Oelckers d24bd0fc14 - added refactored sound code to RR frontend.
- removed most code using the low level sound interface directly from Duke and RR frontends.
2019-12-16 16:18:47 +01:00

201 lines
6.3 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
This file is part of NBlood.
NBlood 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.
*/
//-------------------------------------------------------------------------
#if 0
// Not yet implemented content kept for reference. Mostly multiplayer related.
const char *zMonsterStrings[] =
{
"None",
"Bring 'em on",
"Respawn",
};
const char *zWeaponStrings[] =
{
"Do not Respawn",
"Are Permanent",
"Respawn",
"Respawn with Markers",
};
const char *zItemStrings[] =
{
"Do not Respawn",
"Respawn",
"Respawn with Markers",
};
const char *zRespawnStrings[] =
{
"At Random Locations",
"Close to Weapons",
"Away from Enemies",
};
const char *pzShowWeaponStrings[] = {
"OFF",
"SPRITE",
"VOXEL"
};
CGameMenuItemTitle itemMessagesTitle("MESSAGES", 1, 160, 20, 2038);
CGameMenuItemZBool boolMessages("MESSAGES:", 3, 66, 70, 180, 0, SetMessages, NULL, NULL);
CGameMenuItemSlider sliderMsgCount("MESSAGE COUNT:", 3, 66, 80, 180, gMessageCount, 1, 16, 1, NULL, -1, -1);
CGameMenuItemSlider sliderMsgTime("MESSAGE TIME:", 3, 66, 90, 180, gMessageTime, 1, 8, 1, NULL, -1, -1);
CGameMenuItemTitle itemOptionsGameTitle("GAME SETUP", 1, 160, 20, 2038);
CGameMenuItemZCycle itemOptionsGameShowWeapons("SHOW WEAPONS:", 3, 66, 70, 180, 0, SetShowWeapons, pzShowWeaponStrings, ARRAY_SSIZE(pzShowWeaponStrings), 0);
CGameMenuItemZBool itemOptionsGameBoolSlopeTilting("SLOPE TILTING:", 3, 66, 80, 180, cl_slopetilting, SetSlopeTilting, NULL, NULL);
CGameMenuItemZBool itemOptionsGameBoolViewBobbing("VIEW BOBBING:", 3, 66, 90, 180, cl_viewvbob, SetViewBobbing, NULL, NULL);
CGameMenuItemZBool itemOptionsGameBoolViewSwaying("VIEW SWAYING:", 3, 66, 100, 180, cl_viewhbob, SetViewSwaying, NULL, NULL);
CGameMenuItemZBool itemOptionsDisplayBoolCenterHoriz("CENTER HORIZON LINE:", 3, 66, 90, 180, r_horizcenter, SetCenterHoriz, NULL, NULL);
CGameMenuItemZBool itemOptionsDisplayBoolPowerupDuration("POWERUP DURATION:", 3, 66, 110, 180, hud_powerupduration, SetPowerupDuration, NULL, NULL);
CGameMenuItemZBool itemOptionsDisplayBoolShowMapTitle("MAP TITLE:", 3, 66, 120, 180, hud_showmapname, SetShowMapTitle, NULL, NULL);
CGameMenuItemTitle itemNetworkHostTitle("HOST A GAME", 1, 160, 20, 2038);
CGameMenuItemSlider itemNetworkHostPlayerNum("PLAYER NUMBER:", 3, 66, 70, 180, 1, 2, kMaxPlayers, 1, NULL, -1, -1, kMenuSliderValue);
CGameMenuItemZEdit itemNetworkHostPort("NETWORK PORT:", 3, 66, 80, 180, zNetPortBuffer, 6, 0, NULL, 0);
CGameMenuItemChain itemNetworkHostHost("HOST A GAME", 3, 66, 100, 180, 1, NULL, -1, NetworkHostGame, 0);
CGameMenuItemTitle itemNetworkJoinTitle("JOIN A GAME", 1, 160, 20, 2038);
CGameMenuItemZEdit itemNetworkJoinAddress("NETWORK ADDRESS:", 3, 66, 70, 180, zNetAddressBuffer, 16, 0, NULL, 0);
CGameMenuItemZEdit itemNetworkJoinPort("NETWORK PORT:", 3, 66, 80, 180, zNetPortBuffer, 6, 0, NULL, 0);
CGameMenuItemChain itemNetworkJoinJoin("JOIN A GAME", 3, 66, 100, 180, 1, NULL, -1, NetworkJoinGame, 0);
////
void SetWeaponsV10X(CGameMenuItemZBool* pItem)
{
if (gGameOptions.nGameType == 0) {
gWeaponsV10x = pItem->at20;
gGameOptions.weaponsV10x = pItem->at20;
}
}
////
void SetTurnSpeed(CGameMenuItemSlider *pItem)
{
gTurnSpeed = pItem->nValue;
}
void SetAutoAim(CGameMenuItemZCycle *pItem)
{
cl_autoaim = pItem->m_nFocus;
if (!gDemo.at0 && !gDemo.at1)
{
gProfile[myconnectindex].nAutoAim = cl_autoaim;
netBroadcastPlayerInfo(myconnectindex);
}
}
void SetupNetworkMenu(void)
{
sprintf(zNetPortBuffer, "%d", gNetPort);
if (strlen(gNetAddress) > 0)
strncpy(zNetAddressBuffer, gNetAddress, sizeof(zNetAddressBuffer)-1);
menuNetwork.Add(&itemNetworkTitle, false);
menuNetwork.Add(&itemNetworkHost, true);
menuNetwork.Add(&itemNetworkJoin, false);
menuNetwork.Add(&itemBloodQAV, false);
menuNetworkHost.Add(&itemNetworkHostTitle, false);
menuNetworkHost.Add(&itemNetworkHostPlayerNum, true);
menuNetworkHost.Add(&itemNetworkHostPort, false);
menuNetworkHost.Add(&itemNetworkHostHost, false);
menuNetworkHost.Add(&itemBloodQAV, false);
menuNetworkJoin.Add(&itemNetworkJoinTitle, false);
menuNetworkJoin.Add(&itemNetworkJoinAddress, true);
menuNetworkJoin.Add(&itemNetworkJoinPort, false);
menuNetworkJoin.Add(&itemNetworkJoinJoin, false);
menuNetworkJoin.Add(&itemBloodQAV, false);
}
void SetupNetworkHostMenu(CGameMenuItemChain *pItem)
{
UNREFERENCED_PARAMETER(pItem);
}
void SetupNetworkJoinMenu(CGameMenuItemChain *pItem)
{
UNREFERENCED_PARAMETER(pItem);
}
void NetworkHostGame(CGameMenuItemChain *pItem)
{
UNREFERENCED_PARAMETER(pItem);
Mus_Stop();
FX_StopAllSounds_();
UpdateDacs(0, true);
gNetPlayers = itemNetworkHostPlayerNum.nValue;
gNetPort = strtoul(zNetPortBuffer, NULL, 10);
if (!gNetPort)
gNetPort = kNetDefaultPort;
gNetMode = NETWORK_SERVER;
netInitialize(false);
gGameMenuMgr.Deactivate();
gQuitGame = gRestartGame = true;
}
void NetworkJoinGame(CGameMenuItemChain *pItem)
{
UNREFERENCED_PARAMETER(pItem);
Mus_Stop();
FX_StopAllSounds_();
UpdateDacs(0, true);
strcpy(gNetAddress, zNetAddressBuffer);
gNetPort = strtoul(zNetPortBuffer, NULL, 10);
if (!gNetPort)
gNetPort = kNetDefaultPort;
gNetMode = NETWORK_CLIENT;
netInitialize(false);
gGameMenuMgr.Deactivate();
gQuitGame = gRestartGame = true;
}
void Restart(CGameMenuItemChain *pItem)
{
UNREFERENCED_PARAMETER(pItem);
if (gGameOptions.nGameType == 0 || numplayers == 1)
{
gQuitGame = true;
gRestartGame = true;
}
else
gQuitRequest = 2;
gGameMenuMgr.Deactivate();
}
#endif