Paranoia2/mainui/menu_newgame.cpp

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2020-08-31 18:50:41 +02:00
/*
Copyright (C) 1997-2001 Id Software, Inc.
This program 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.
*/
#include "extdll.h"
#include "basemenu.h"
#include "utils.h"
#include "keydefs.h"
#include "menu_btnsbmp_table.h"
#include "menu_strings.h"
#define ART_BANNER "gfx/shell/head_newgame"
#define ID_BACKGROUND 0
#define ID_BANNER 1
#define ID_EASY 2
#define ID_MEDIUM 3
#define ID_DIFFICULT 4
#define ID_CANCEL 5
#define ID_MSGBOX 6
#define ID_MSGTEXT 7
#define ID_YES 130
#define ID_NO 131
typedef struct
{
menuFramework_s menu;
menuBitmap_s background;
menuBitmap_s banner;
menuPicButton_s easy;
menuPicButton_s medium;
menuPicButton_s hard;
menuPicButton_s cancel;
// newgame prompt dialog
menuAction_s msgBox;
menuAction_s dlgMessage1;
menuPicButton_s yes;
menuPicButton_s no;
float skill;
} uiNewGame_t;
static uiNewGame_t uiNewGame;
/*
=================
UI_NewGame_StartGame
=================
*/
static void UI_NewGame_StartGame( float skill )
{
if( CVAR_GET_FLOAT( "host_serverstate" ) && CVAR_GET_FLOAT( "maxplayers" ) > 1 )
HOST_ENDGAME( "end of the game" );
CVAR_SET_FLOAT( "skill", skill );
CVAR_SET_FLOAT( "deathmatch", 0.0f );
CVAR_SET_FLOAT( "teamplay", 0.0f );
CVAR_SET_FLOAT( "pausable", 1.0f ); // singleplayer is always allowing pause
CVAR_SET_FLOAT( "maxplayers", 1.0f );
CVAR_SET_FLOAT( "coop", 0.0f );
BACKGROUND_TRACK( NULL, NULL );
CLIENT_COMMAND( FALSE, "newgame\n" );
}
static void UI_PromptDialog( float skill )
{
if ( CL_IsActive( ) == FALSE )
{
UI_NewGame_StartGame( skill );
return;
}
uiNewGame.skill = skill;
// toggle main menu between active\inactive
// show\hide quit dialog
uiNewGame.easy.generic.flags ^= QMF_INACTIVE;
uiNewGame.medium.generic.flags ^= QMF_INACTIVE;
uiNewGame.hard.generic.flags ^= QMF_INACTIVE;
uiNewGame.cancel.generic.flags ^= QMF_INACTIVE;
uiNewGame.msgBox.generic.flags ^= QMF_HIDDEN;
uiNewGame.dlgMessage1.generic.flags ^= QMF_HIDDEN;
uiNewGame.no.generic.flags ^= QMF_HIDDEN;
uiNewGame.yes.generic.flags ^= QMF_HIDDEN;
}
/*
=================
UI_NewGame_KeyFunc
=================
*/
static const char *UI_NewGame_KeyFunc( int key, int down )
{
if( down && key == K_ESCAPE && !( uiNewGame.dlgMessage1.generic.flags & QMF_HIDDEN ))
{
UI_PromptDialog( 0.0f ); // clear skill
return uiSoundNull;
}
return UI_DefaultKey( &uiNewGame.menu, key, down );
}
/*
=================
UI_NewGame_Callback
=================
*/
static void UI_NewGame_Callback( void *self, int event )
{
menuCommon_s *item = (menuCommon_s *)self;
if( event != QM_ACTIVATED )
return;
switch( item->id )
{
case ID_EASY:
UI_PromptDialog( 1.0f );
break;
case ID_MEDIUM:
UI_PromptDialog( 2.0f );
break;
case ID_DIFFICULT:
UI_PromptDialog( 3.0f );
break;
case ID_CANCEL:
UI_PopMenu();
break;
case ID_YES:
UI_NewGame_StartGame( uiNewGame.skill );
break;
case ID_NO:
UI_PromptDialog( 1.0f ); // clear skill
break;
}
}
/*
=================
UI_MsgBox_Ownerdraw
=================
*/
static void UI_MsgBox_Ownerdraw( void *self )
{
menuCommon_s *item = (menuCommon_s *)self;
UI_FillRect( item->x, item->y, item->width, item->height, uiPromptBgColor );
}
/*
=================
UI_NewGame_Init
=================
*/
static void UI_NewGame_Init( void )
{
memset( &uiNewGame, 0, sizeof( uiNewGame_t ));
uiNewGame.menu.vidInitFunc = UI_NewGame_Init;
uiNewGame.menu.keyFunc = UI_NewGame_KeyFunc;
uiNewGame.background.generic.id = ID_BACKGROUND;
uiNewGame.background.generic.type = QMTYPE_BITMAP;
uiNewGame.background.generic.flags = QMF_INACTIVE;
uiNewGame.background.generic.x = 0;
uiNewGame.background.generic.y = 0;
uiNewGame.background.generic.width = 1024;
uiNewGame.background.generic.height = 768;
uiNewGame.background.pic = ART_BACKGROUND;
uiNewGame.banner.generic.id = ID_BANNER;
uiNewGame.banner.generic.type = QMTYPE_BITMAP;
uiNewGame.banner.generic.flags = QMF_INACTIVE|QMF_DRAW_ADDITIVE;
uiNewGame.banner.generic.x = UI_BANNER_POSX;
uiNewGame.banner.generic.y = UI_BANNER_POSY;
uiNewGame.banner.generic.width = UI_BANNER_WIDTH;
uiNewGame.banner.generic.height = UI_BANNER_HEIGHT;
uiNewGame.banner.pic = ART_BANNER;
uiNewGame.easy.generic.id = ID_EASY;
uiNewGame.easy.generic.type = QMTYPE_BM_BUTTON;
uiNewGame.easy.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_NOTIFY;
uiNewGame.easy.generic.name = "Easy";
uiNewGame.easy.generic.statusText = MenuStrings[HINT_SKILL_EASY];
uiNewGame.easy.generic.x = 72;
uiNewGame.easy.generic.y = 230;
uiNewGame.easy.generic.callback = UI_NewGame_Callback;
UI_UtilSetupPicButton( &uiNewGame.easy, PC_EASY );
uiNewGame.medium.generic.id = ID_MEDIUM;
uiNewGame.medium.generic.type = QMTYPE_BM_BUTTON;
uiNewGame.medium.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_NOTIFY;
uiNewGame.medium.generic.name = "Medium";
uiNewGame.medium.generic.statusText = MenuStrings[HINT_SKILL_NORMAL];
uiNewGame.medium.generic.x = 72;
uiNewGame.medium.generic.y = 280;
uiNewGame.medium.generic.callback = UI_NewGame_Callback;
UI_UtilSetupPicButton( &uiNewGame.medium, PC_MEDIUM );
uiNewGame.hard.generic.id = ID_DIFFICULT;
uiNewGame.hard.generic.type = QMTYPE_BM_BUTTON;
uiNewGame.hard.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_NOTIFY;
uiNewGame.hard.generic.name = "Difficult";
uiNewGame.hard.generic.statusText = MenuStrings[HINT_SKILL_HARD];
uiNewGame.hard.generic.x = 72;
uiNewGame.hard.generic.y = 330;
uiNewGame.hard.generic.callback = UI_NewGame_Callback;
UI_UtilSetupPicButton( &uiNewGame.hard, PC_DIFFICULT );
uiNewGame.cancel.generic.id = ID_CANCEL;
uiNewGame.cancel.generic.type = QMTYPE_BM_BUTTON;
uiNewGame.cancel.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_NOTIFY;
uiNewGame.cancel.generic.name = "Cancel";
uiNewGame.cancel.generic.statusText = "Go back to the main Menu";
uiNewGame.cancel.generic.x = 72;
uiNewGame.cancel.generic.y = 380;
uiNewGame.cancel.generic.callback = UI_NewGame_Callback;
UI_UtilSetupPicButton( &uiNewGame.cancel, PC_CANCEL );
uiNewGame.msgBox.generic.id = ID_MSGBOX;
uiNewGame.msgBox.generic.type = QMTYPE_ACTION;
uiNewGame.msgBox.generic.flags = QMF_INACTIVE|QMF_HIDDEN;
uiNewGame.msgBox.generic.ownerdraw = UI_MsgBox_Ownerdraw; // just a fill rectangle
uiNewGame.msgBox.generic.x = 192;
uiNewGame.msgBox.generic.y = 256;
uiNewGame.msgBox.generic.width = 640;
uiNewGame.msgBox.generic.height = 256;
uiNewGame.dlgMessage1.generic.id = ID_MSGTEXT;
uiNewGame.dlgMessage1.generic.type = QMTYPE_ACTION;
uiNewGame.dlgMessage1.generic.flags = QMF_INACTIVE|QMF_HIDDEN|QMF_DROPSHADOW|QMF_CENTER_JUSTIFY;
uiNewGame.dlgMessage1.generic.name = MenuStrings[HINT_RESTART_GAME];
uiNewGame.dlgMessage1.generic.x = 192;
uiNewGame.dlgMessage1.generic.y = 280;
uiNewGame.dlgMessage1.generic.width = 640;
uiNewGame.dlgMessage1.generic.height = 256;
uiNewGame.yes.generic.id = ID_YES;
uiNewGame.yes.generic.type = QMTYPE_BM_BUTTON;
uiNewGame.yes.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_HIDDEN|QMF_DROPSHADOW;
uiNewGame.yes.generic.name = "Ok";
uiNewGame.yes.generic.x = 380;
uiNewGame.yes.generic.y = 460;
uiNewGame.yes.generic.callback = UI_NewGame_Callback;
UI_UtilSetupPicButton( &uiNewGame.yes, PC_OK );
uiNewGame.no.generic.id = ID_NO;
uiNewGame.no.generic.type = QMTYPE_BM_BUTTON;
uiNewGame.no.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_HIDDEN|QMF_DROPSHADOW;
uiNewGame.no.generic.name = "Cancel";
uiNewGame.no.generic.x = 530;
uiNewGame.no.generic.y = 460;
uiNewGame.no.generic.callback = UI_NewGame_Callback;
UI_UtilSetupPicButton( &uiNewGame.no, PC_CANCEL );
UI_AddItem( &uiNewGame.menu, (void *)&uiNewGame.background );
UI_AddItem( &uiNewGame.menu, (void *)&uiNewGame.banner );
UI_AddItem( &uiNewGame.menu, (void *)&uiNewGame.easy );
UI_AddItem( &uiNewGame.menu, (void *)&uiNewGame.medium );
UI_AddItem( &uiNewGame.menu, (void *)&uiNewGame.hard );
UI_AddItem( &uiNewGame.menu, (void *)&uiNewGame.cancel );
UI_AddItem( &uiNewGame.menu, (void *)&uiNewGame.msgBox );
UI_AddItem( &uiNewGame.menu, (void *)&uiNewGame.dlgMessage1 );
UI_AddItem( &uiNewGame.menu, (void *)&uiNewGame.no );
UI_AddItem( &uiNewGame.menu, (void *)&uiNewGame.yes );
}
/*
=================
UI_NewGame_Precache
=================
*/
void UI_NewGame_Precache( void )
{
PIC_Load( ART_BACKGROUND );
PIC_Load( ART_BANNER );
}
/*
=================
UI_NewGame_Menu
=================
*/
void UI_NewGame_Menu( void )
{
if( gMenu.m_gameinfo.gamemode == GAME_MULTIPLAYER_ONLY )
{
// completely ignore save\load menus for multiplayer_only
return;
}
if( !CheckGameDll( )) return;
UI_NewGame_Precache();
UI_NewGame_Init();
UI_PushMenu( &uiNewGame.menu );
}