raze/source/games/duke/src/d_menu.cpp
2020-07-03 09:59:24 +02:00

384 lines
11 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2020 - Christoph Oelckers
This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h" // Must come before everything else!
#include "duke3d.h"
#include "osdcmds.h"
#include "savegame.h"
#include "game.h"
#include "superfasthash.h"
#include "gamecvars.h"
#include "gamecontrol.h"
#include "c_bind.h"
#include "menu/menu.h"
#include "gstrings.h"
#include "version.h"
#include "namesdyn.h"
#include "../../glbackend/glbackend.h"
BEGIN_DUKE_NS
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
static void Menu_DrawBackground(const DVector2 &origin)
{
DrawTexture(twod, tileGetTexture(TILE_MENUSCREEN), origin.X + 160, origin.Y + 100, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_Color, 0xff808080, DTA_CenterOffset, true, TAG_DONE);
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
static void Menu_DrawCursor(double x, double y, double scale, bool right)
{
const int frames = isRR() ? 16 : 7;
int picnum;
if (!right) picnum = TILE_SPINNINGNUKEICON + (((int)totalclock >> 3) % frames);
else picnum = TILE_SPINNINGNUKEICON + frames - 1 - ((frames - 1 + ((int)totalclock >> 3)) % frames);
int light = int(224 + 31 * sin((int)totalclock / 20.));
PalEntry pe(255, light, light, light);
DrawTexture(twod, tileGetTexture(picnum), x, y, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_Color, pe, DTA_CenterOffset, true, TAG_DONE);
}
//----------------------------------------------------------------------------
//
// 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 DukeListMenu : public DListMenu
{
using Super = DListMenu;
protected:
void Ticker() override
{
// Lay out the menu.
int y_upper = mDesc->mYpos;
int y_lower = y_upper + mDesc->mYbotton;
int y = 0;
int spacing = 0;
const int height = 15; // cannot take value from the font because it would be inconsistent
int totalheight = 0, numvalidentries = mDesc->mItems.Size();
for (unsigned e = 0; e < mDesc->mItems.Size(); ++e)
{
auto entry = mDesc->mItems[e];
entry->mHidden = false;
entry->SetHeight(height);
totalheight += height;
}
if (mDesc->mSpacing <= 0) spacing = std::max(0, (y_lower - y_upper - totalheight) / (numvalidentries > 1 ? numvalidentries - 1 : 1));
if (spacing <= 0) spacing = mDesc->mSpacing;
int totalHeight;
for (unsigned e = 0; e < mDesc->mItems.Size(); ++e)
{
auto entry = mDesc->mItems[e];
if (!entry->mHidden)
{
entry->SetY(y_upper + y);
y += height;
totalHeight = y;
y += spacing;
}
}
}
};
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
class DukeMainMenu : public DukeListMenu
{
virtual void Init(DMenu* parent = NULL, FListMenuDescriptor* desc = NULL) override
{
DukeListMenu::Init(parent, desc);
}
void PreDraw() override
{
DukeListMenu::PreDraw();
double x = origin.X + 160;
if (RRRA)
{
DrawTexture(twod, tileGetTexture(TILE_THREEDEE), x-5, origin.Y+57, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_ScaleX, 0.253, DTA_ScaleY, 0.253, DTA_CenterOffset, true, TAG_DONE);
}
else if (isRR())
{
DrawTexture(twod, tileGetTexture(TILE_INGAMEDUKETHREEDEE), x+5, origin.Y + 24, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_ScaleX, 0.36, DTA_ScaleY, 0.36, DTA_CenterOffset, true, TAG_DONE);
}
else
{
DrawTexture(twod, tileGetTexture(TILE_INGAMEDUKETHREEDEE), x, origin.Y + 29, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_CenterOffset, true, TAG_DONE);
if (PLUTOPAK)
{
int light = 224 + 31 * sin(int(totalclock) / 40.);
PalEntry pe(255, light, light, light);
DrawTexture(twod, tileGetTexture(TILE_PLUTOPAKSPRITE + 2), x + 100, origin.Y + 36, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_Color, pe, DTA_CenterOffset, true, TAG_DONE);
}
}
}
};
//----------------------------------------------------------------------------
//
// Menu related game interface functions
//
//----------------------------------------------------------------------------
void GameInterface::DrawNativeMenuText(int fontnum, int state, double oxpos, double ypos, float fontscale, const char* text, int flags)
{
double xpos = oxpos;
int trans;
PalEntry pe;
double scale = isRR() ? 0.4 : 1.;
if (flags & LMF_Centered) xpos -= BigFont->StringWidth(text) * scale * 0.5;
if (state == NIT_InactiveState)
{
trans = TRANSLATION(Translation_Remap, 1);
pe = 0xffffffff;
}
else if (state == NIT_SelectedState)
{
trans = 0;
int light = 224 + 31 * sin(int(totalclock) / 20.);
pe = PalEntry(255, light, light, light);
}
else
{
trans = 0;
pe = 0xffa0a0a0;
}
DrawText(twod, BigFont, CR_UNDEFINED, xpos, ypos, text, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_Color, pe,
DTA_TranslationIndex, trans, TAG_DONE);
if (state == NIT_SelectedState)
{
const int cursorOffset = 110;
const double cursorScale = isRR() ? 0.2 : 1.0;
const double ymid = ypos + 7; // half height must be hardcoded or layouts will break.
if (flags & LMF_Centered)
{
Menu_DrawCursor(oxpos + cursorOffset, ymid, cursorScale, false);
Menu_DrawCursor(oxpos - cursorOffset, ymid, cursorScale, true);
}
else
Menu_DrawCursor(oxpos - cursorOffset, ymid, cursorScale, false);
}
}
void GameInterface::MenuOpened()
{
S_PauseSounds(true);
if ((!g_netServer && ud.multimode < 2))
{
ready2send = 0;
totalclock = ototalclock;
screenpeek = myconnectindex;
}
auto& gm = g_player[myconnectindex].ps->gm;
if (gm & MODE_GAME)
{
gm |= MODE_MENU;
}
}
void GameInterface::MenuSound(EMenuSounds snd)
{
switch (snd)
{
case ActivateSound:
S_MenuSound();
break;
case CursorSound:
S_PlaySound(isRR() ? 335 : KICK_HIT, CHAN_AUTO, CHANF_UI);
break;
case AdvanceSound:
S_PlaySound(isRR() ? 341 : PISTOL_BODYHIT, CHAN_AUTO, CHANF_UI);
break;
case CloseSound:
S_PlaySound(EXITMENUSOUND, CHAN_AUTO, CHANF_UI);
break;
default:
return;
}
}
void GameInterface::MenuClosed()
{
auto& gm = g_player[myconnectindex].ps->gm;
if (gm & MODE_GAME)
{
if (gm & MODE_MENU)
inputState.ClearAllInput();
// The following lines are here so that you cannot close the menu when no game is running.
gm &= ~MODE_MENU;
if ((!g_netServer && ud.multimode < 2) && ud.recstat != 2)
{
ready2send = 1;
totalclock = ototalclock;
g_cameraClock = (int32_t)totalclock;
g_cameraDistance = 65536;
}
G_UpdateScreenArea();
S_PauseSounds(false);
}
}
bool GameInterface::CanSave()
{
if (ud.recstat == 2) return false;
auto &myplayer = *g_player[myconnectindex].ps;
if (sprite[myplayer.i].extra <= 0)
{
//P_DoQuote(QUOTE_SAVE_DEAD, &myplayer); // handled by the menu.
return false;
}
return true;
}
void GameInterface::StartGame(FNewGameStartup& gs)
{
int32_t skillsound = PISTOL_BODYHIT;
soundEngine->StopAllChannels();
static const short sounds_d[] = { JIBBED_ACTOR6, BONUS_SPEECH1, DUKE_GETWEAPON2, JIBBED_ACTOR5, JIBBED_ACTOR5 };
static const short sounds_r[] = { 427, 428, 196, 195, 197 };
if (gs.Skill >=0 && gs.Skill <= 5) skillsound = isRR()? sounds_r[gs.Skill] : sounds_d[gs.Skill];
ud.m_player_skill = gs.Skill + 1;
if (menu_sounds && skillsound >= 0 && SoundEnabled())
{
S_PlaySound(skillsound, CHAN_AUTO, CHANF_UI);
while (S_CheckSoundPlaying(skillsound))
{
S_Update();
G_HandleAsync();
}
}
ud.m_respawn_monsters = (gs.Skill == 3);
ud.m_volume_number = gs.Episode;
m_level_number = gs.Level;
ud.m_monsters_off = ud.monsters_off = 0;
ud.m_respawn_items = 0;
ud.m_respawn_inventory = 0;
ud.multimode = 1;
G_NewGame_EnterLevel();
}
FSavegameInfo GameInterface::GetSaveSig()
{
return { SAVESIG_RR, MINSAVEVER_RR, SAVEVER_RR };
}
void GameInterface::DrawMenuCaption(const DVector2& origin, const char* text)
{
DrawTexture(twod, tileGetTexture(TILE_MENUBAR), origin.X + 160, origin.Y + 19, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_Color, 0xff808080, DTA_CenterOffset, 1, TAG_DONE);
FString t = text;
size_t newlen = t.Len();
if (t[t.Len() - 1] == ':') newlen--;
if (newlen > 63) newlen = 63;
t.Truncate(newlen);
double scale = isRR() ? 0.4 : 1.0;
double x = 160 + origin.X - BigFont->StringWidth(t) * scale * 0.5;
DrawText(twod, BigFont, CR_UNTRANSLATED, x, origin.Y + 12, t, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_ScaleX, scale, DTA_ScaleY, scale, TAG_DONE);
}
void GameInterface::DrawCenteredTextScreen(const DVector2 &origin, const char *text, int position, bool bg)
{
if (bg) Menu_DrawBackground(origin);
else if (!isRR())
{
Menu_DrawCursor(160, 130, 1, false);
}
::GameInterface::DrawCenteredTextScreen(origin, text, position, bg);
}
void GameInterface::QuitToTitle()
{
g_player[myconnectindex].ps->gm = MODE_DEMO;
artClearMapArt();
}
END_DUKE_NS
//----------------------------------------------------------------------------
//
// Class registration
//
//----------------------------------------------------------------------------
static TMenuClassDescriptor<Duke3d::DukeMainMenu> _mm("Duke.MainMenu");
static TMenuClassDescriptor<Duke3d::DukeListMenu> _lm("Duke.ListMenu");
static TMenuClassDescriptor<DImageScrollerMenu> _ism("Duke.ImageScrollerMenu"); // does not implement a new class, we only need the descriptor.
void RegisterDuke3dMenus()
{
menuClasses.Push(&_mm);
menuClasses.Push(&_lm);
menuClasses.Push(&_ism);
}