mirror of
https://github.com/ZDoom/Raze.git
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d24bd0fc14
- removed most code using the low level sound interface directly from Duke and RR frontends.
201 lines
6.3 KiB
C++
201 lines
6.3 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood 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.
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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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#if 0
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// Not yet implemented content kept for reference. Mostly multiplayer related.
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const char *zMonsterStrings[] =
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{
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"None",
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"Bring 'em on",
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"Respawn",
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};
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const char *zWeaponStrings[] =
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{
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"Do not Respawn",
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"Are Permanent",
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"Respawn",
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"Respawn with Markers",
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};
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const char *zItemStrings[] =
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{
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"Do not Respawn",
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"Respawn",
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"Respawn with Markers",
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};
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const char *zRespawnStrings[] =
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{
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"At Random Locations",
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"Close to Weapons",
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"Away from Enemies",
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};
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const char *pzShowWeaponStrings[] = {
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"OFF",
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"SPRITE",
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"VOXEL"
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};
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CGameMenuItemTitle itemMessagesTitle("MESSAGES", 1, 160, 20, 2038);
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CGameMenuItemZBool boolMessages("MESSAGES:", 3, 66, 70, 180, 0, SetMessages, NULL, NULL);
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CGameMenuItemSlider sliderMsgCount("MESSAGE COUNT:", 3, 66, 80, 180, gMessageCount, 1, 16, 1, NULL, -1, -1);
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CGameMenuItemSlider sliderMsgTime("MESSAGE TIME:", 3, 66, 90, 180, gMessageTime, 1, 8, 1, NULL, -1, -1);
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CGameMenuItemTitle itemOptionsGameTitle("GAME SETUP", 1, 160, 20, 2038);
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CGameMenuItemZCycle itemOptionsGameShowWeapons("SHOW WEAPONS:", 3, 66, 70, 180, 0, SetShowWeapons, pzShowWeaponStrings, ARRAY_SSIZE(pzShowWeaponStrings), 0);
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CGameMenuItemZBool itemOptionsGameBoolSlopeTilting("SLOPE TILTING:", 3, 66, 80, 180, cl_slopetilting, SetSlopeTilting, NULL, NULL);
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CGameMenuItemZBool itemOptionsGameBoolViewBobbing("VIEW BOBBING:", 3, 66, 90, 180, cl_viewvbob, SetViewBobbing, NULL, NULL);
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CGameMenuItemZBool itemOptionsGameBoolViewSwaying("VIEW SWAYING:", 3, 66, 100, 180, cl_viewhbob, SetViewSwaying, NULL, NULL);
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CGameMenuItemZBool itemOptionsDisplayBoolCenterHoriz("CENTER HORIZON LINE:", 3, 66, 90, 180, r_horizcenter, SetCenterHoriz, NULL, NULL);
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CGameMenuItemZBool itemOptionsDisplayBoolPowerupDuration("POWERUP DURATION:", 3, 66, 110, 180, hud_powerupduration, SetPowerupDuration, NULL, NULL);
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CGameMenuItemZBool itemOptionsDisplayBoolShowMapTitle("MAP TITLE:", 3, 66, 120, 180, hud_showmapname, SetShowMapTitle, NULL, NULL);
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CGameMenuItemTitle itemNetworkHostTitle("HOST A GAME", 1, 160, 20, 2038);
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CGameMenuItemSlider itemNetworkHostPlayerNum("PLAYER NUMBER:", 3, 66, 70, 180, 1, 2, kMaxPlayers, 1, NULL, -1, -1, kMenuSliderValue);
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CGameMenuItemZEdit itemNetworkHostPort("NETWORK PORT:", 3, 66, 80, 180, zNetPortBuffer, 6, 0, NULL, 0);
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CGameMenuItemChain itemNetworkHostHost("HOST A GAME", 3, 66, 100, 180, 1, NULL, -1, NetworkHostGame, 0);
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CGameMenuItemTitle itemNetworkJoinTitle("JOIN A GAME", 1, 160, 20, 2038);
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CGameMenuItemZEdit itemNetworkJoinAddress("NETWORK ADDRESS:", 3, 66, 70, 180, zNetAddressBuffer, 16, 0, NULL, 0);
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CGameMenuItemZEdit itemNetworkJoinPort("NETWORK PORT:", 3, 66, 80, 180, zNetPortBuffer, 6, 0, NULL, 0);
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CGameMenuItemChain itemNetworkJoinJoin("JOIN A GAME", 3, 66, 100, 180, 1, NULL, -1, NetworkJoinGame, 0);
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////
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void SetWeaponsV10X(CGameMenuItemZBool* pItem)
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{
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if (gGameOptions.nGameType == 0) {
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gWeaponsV10x = pItem->at20;
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gGameOptions.weaponsV10x = pItem->at20;
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}
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}
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////
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void SetTurnSpeed(CGameMenuItemSlider *pItem)
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{
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gTurnSpeed = pItem->nValue;
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}
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void SetAutoAim(CGameMenuItemZCycle *pItem)
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{
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cl_autoaim = pItem->m_nFocus;
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if (!gDemo.at0 && !gDemo.at1)
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{
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gProfile[myconnectindex].nAutoAim = cl_autoaim;
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netBroadcastPlayerInfo(myconnectindex);
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}
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}
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void SetupNetworkMenu(void)
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{
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sprintf(zNetPortBuffer, "%d", gNetPort);
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if (strlen(gNetAddress) > 0)
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strncpy(zNetAddressBuffer, gNetAddress, sizeof(zNetAddressBuffer)-1);
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menuNetwork.Add(&itemNetworkTitle, false);
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menuNetwork.Add(&itemNetworkHost, true);
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menuNetwork.Add(&itemNetworkJoin, false);
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menuNetwork.Add(&itemBloodQAV, false);
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menuNetworkHost.Add(&itemNetworkHostTitle, false);
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menuNetworkHost.Add(&itemNetworkHostPlayerNum, true);
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menuNetworkHost.Add(&itemNetworkHostPort, false);
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menuNetworkHost.Add(&itemNetworkHostHost, false);
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menuNetworkHost.Add(&itemBloodQAV, false);
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menuNetworkJoin.Add(&itemNetworkJoinTitle, false);
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menuNetworkJoin.Add(&itemNetworkJoinAddress, true);
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menuNetworkJoin.Add(&itemNetworkJoinPort, false);
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menuNetworkJoin.Add(&itemNetworkJoinJoin, false);
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menuNetworkJoin.Add(&itemBloodQAV, false);
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}
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void SetupNetworkHostMenu(CGameMenuItemChain *pItem)
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{
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UNREFERENCED_PARAMETER(pItem);
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}
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void SetupNetworkJoinMenu(CGameMenuItemChain *pItem)
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{
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UNREFERENCED_PARAMETER(pItem);
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}
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void NetworkHostGame(CGameMenuItemChain *pItem)
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{
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UNREFERENCED_PARAMETER(pItem);
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Mus_Stop();
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FX_StopAllSounds_();
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UpdateDacs(0, true);
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gNetPlayers = itemNetworkHostPlayerNum.nValue;
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gNetPort = strtoul(zNetPortBuffer, NULL, 10);
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if (!gNetPort)
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gNetPort = kNetDefaultPort;
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gNetMode = NETWORK_SERVER;
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netInitialize(false);
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gGameMenuMgr.Deactivate();
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gQuitGame = gRestartGame = true;
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}
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void NetworkJoinGame(CGameMenuItemChain *pItem)
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{
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UNREFERENCED_PARAMETER(pItem);
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Mus_Stop();
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FX_StopAllSounds_();
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UpdateDacs(0, true);
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strcpy(gNetAddress, zNetAddressBuffer);
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gNetPort = strtoul(zNetPortBuffer, NULL, 10);
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if (!gNetPort)
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gNetPort = kNetDefaultPort;
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gNetMode = NETWORK_CLIENT;
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netInitialize(false);
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gGameMenuMgr.Deactivate();
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gQuitGame = gRestartGame = true;
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}
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void Restart(CGameMenuItemChain *pItem)
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{
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UNREFERENCED_PARAMETER(pItem);
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if (gGameOptions.nGameType == 0 || numplayers == 1)
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{
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gQuitGame = true;
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gRestartGame = true;
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}
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else
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gQuitRequest = 2;
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gGameMenuMgr.Deactivate();
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}
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#endif
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