mirror of
https://github.com/ZDoom/Raze.git
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236 lines
5.6 KiB
C++
236 lines
5.6 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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Copyright (C) 2020 Christoph Oelckers
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This file is part of Raze.
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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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#include "ns.h" // Must come before everything else!
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#include "build.h"
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#include "compat.h"
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#include "mmulti.h"
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#include "c_bind.h"
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#include "razemenu.h"
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#include "gamestate.h"
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#include "blood.h"
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#include "globals.h"
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#include "qav.h"
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#include "view.h"
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#include "sound.h"
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#include "v_video.h"
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#include "v_draw.h"
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#include "vm.h"
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bool ShowOptionMenu();
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BEGIN_BLD_NS
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class CGameMenuItemQAV
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{
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public:
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int m_nX, m_nY;
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TArray<uint8_t> raw;
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int duration;
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int lastTick;
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bool bWideScreen;
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bool bClearBackground;
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CGameMenuItemQAV(int, int, const char*, bool widescreen = false, bool clearbackground = false);
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void Draw(void);
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};
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CGameMenuItemQAV::CGameMenuItemQAV(int a3, int a4, const char* name, bool widescreen, bool clearbackground)
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{
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m_nY = a4;
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m_nX = a3;
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bWideScreen = widescreen;
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bClearBackground = clearbackground;
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if (name)
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{
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// NBlood read this directly from the file system cache, but let's better store the data locally for robustness.
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raw = fileSystem.LoadFile(name, 0);
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if (raw.Size() != 0)
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{
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auto data = (QAV*)raw.Data();
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data->nSprite = -1;
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data->x = m_nX;
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data->y = m_nY;
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data->Preload();
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duration = data->duration;
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lastTick = I_GetBuildTime();
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}
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}
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}
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void CGameMenuItemQAV::Draw(void)
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{
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if (bClearBackground)
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twod->ClearScreen();
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if (raw.Size() > 0)
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{
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auto data = (QAV*)raw.Data();
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int backFC = gFrameClock;
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int currentclock = I_GetBuildTime();
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gFrameClock = currentclock;
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int nTicks = currentclock - lastTick;
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lastTick = currentclock;
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duration -= nTicks;
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if (duration <= 0 || duration > data->duration)
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{
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duration = data->duration;
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}
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data->Play(data->duration - duration - nTicks, data->duration - duration, -1, NULL);
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if (bWideScreen)
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{
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int xdim43 = scale(ydim, 4, 3);
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int nCount = (xdim + xdim43 - 1) / xdim43;
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int backX = data->x;
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for (int i = 0; i < nCount; i++)
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{
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data->Draw(data->duration - duration, 10 + kQavOrientationLeft, 0, 0, false);
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data->x += 320;
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}
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data->x = backX;
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}
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else
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data->Draw(data->duration - duration, 10, 0, 0, false);
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gFrameClock = backFC;
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}
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}
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static std::unique_ptr<CGameMenuItemQAV> itemBloodQAV; // This must be global to ensure that the animation remains consistent across menus.
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void UpdateNetworkMenus(void)
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{
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// For now disable the network menu item as it is not functional.
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for (auto name : { NAME_Mainmenu, NAME_IngameMenu })
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{
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DMenuDescriptor** desc = MenuDescriptors.CheckKey(name);
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if (desc != NULL && (*desc)->IsKindOf(RUNTIME_CLASS(DListMenuDescriptor)))
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{
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DListMenuDescriptor* ld = static_cast<DListMenuDescriptor*>(*desc);
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for (auto& li : ld->mItems)
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{
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if (li->mAction == NAME_MultiMenu)
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{
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li->mEnabled = -1;
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}
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}
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}
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}
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}
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//----------------------------------------------------------------------------
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//
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// Menu related game interface functions
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//
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//----------------------------------------------------------------------------
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void GameInterface::MenuOpened()
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{
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itemBloodQAV.reset(new CGameMenuItemQAV(160, 100, "BDRIP.QAV", true));
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}
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void GameInterface::MenuClosed()
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{
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itemBloodQAV.reset();
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}
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bool GameInterface::CanSave()
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{
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return (gamestate == GS_LEVEL && gPlayer[myconnectindex].pXSprite->health != 0);
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}
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bool GameInterface::StartGame(FNewGameStartup& gs)
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{
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if (gs.Episode >= 1)
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{
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if (g_gameType & GAMEFLAG_SHAREWARE)
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{
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M_StartMessage(GStrings("BUYBLOOD"), 1, NAME_None); // unreachable because we do not support Blood SW versions yet.
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return false;
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}
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}
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sfxKillAllSounds();
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auto map = FindMapByLevelNum(levelnum(gs.Episode, gs.Level));
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DeferedStartGame(map, gs.Skill);
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return true;
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}
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FSavegameInfo GameInterface::GetSaveSig()
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{
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return { SAVESIG_BLD, MINSAVEVER_BLD, SAVEVER_BLD };
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}
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void GameInterface::QuitToTitle()
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{
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Mus_Stop();
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gameaction = ga_mainmenu;
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}
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END_BLD_NS
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using namespace Blood;
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(DListMenuItemBloodDripDrawer, Draw)
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{
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// For narrow screens this would be mispositioned so skip drawing it there.
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double ratio = screen->GetWidth() / double(screen->GetHeight());
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if (ratio > 1.32) itemBloodQAV->Draw();
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return 0;
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}
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DEFINE_ACTION_FUNCTION(_ImageScrollerPageQavDrawer, LoadQav)
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{
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PARAM_PROLOGUE;
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PARAM_STRING(str);
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auto qav = new CGameMenuItemQAV(160, 100, str, false, true);
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ACTION_RETURN_POINTER(qav);
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}
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DEFINE_ACTION_FUNCTION(_ImageScrollerPageQavDrawer, DestroyQav)
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{
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PARAM_PROLOGUE;
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PARAM_POINTER(qav, CGameMenuItemQAV);
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if (qav) delete qav;
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return 0;
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}
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DEFINE_ACTION_FUNCTION(_ImageScrollerPageQavDrawer, DrawQav)
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{
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PARAM_PROLOGUE;
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PARAM_POINTER(qav, CGameMenuItemQAV);
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qav->Draw();
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return 0;
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}
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