200 lines
4.9 KiB
C++
200 lines
4.9 KiB
C++
/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "extdll.h"
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#include "basemenu.h"
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#include "utils.h"
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#define UI_CREDITS_PATH "credits.txt"
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#define UI_CREDITS_MAXLINES 2048
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static const char *uiCreditsDefault[] =
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{
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"CS16Client v0.1",
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"Build Date:" __DATE__ " " __TIME__ ,
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"",
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"Developers: ",
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"a1batross and mittorn",
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"",
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"Beta-testers:",
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"ahsim, SergioPoverony, 1.kirill, Messi",
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"GFOXSH, Romka_ZVO, cerg2010cerg2010, MakcuM56",
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"akhmamir, valera0141, konnor512, Pho[en]ix",
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"bayan47, mars873, art-sorokin, lewa_j",
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"ANIME_lover, yaruhkincssv34, kakashka99, THE_Swank",
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"namotrasnik, artslay, Se Android 2.2, Smoke-Bomb",
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"",
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"Big thanks to Valve Corporation for Counter-Strike",
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"Uncle Mike for this powerful engine",
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"and Nagist for cs16nd",
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"",
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"Copyright SDLash3D Team 2015 (C)",
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"SDLash3D is not affiliated with Valve or any of their partners.",
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"All copyrights reserved to their respective owners.",
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0
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};
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typedef struct
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{
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const char **credits;
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int startTime;
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int showTime;
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int fadeTime;
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int numLines;
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int active;
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int finalCredits;
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menuFramework_s menu;
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} uiCredits_t;
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static uiCredits_t uiCredits;
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/*
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=================
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UI_Credits_DrawFunc
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=================
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*/
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static void UI_Credits_DrawFunc( void )
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{
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int i, y;
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float speed = 40.0f;
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int w = UI_MED_CHAR_WIDTH;
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int h = UI_MED_CHAR_HEIGHT;
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int color = 0x00FFA000;
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// draw the background first
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/*if( !uiCredits.finalCredits && !CVAR_GET_FLOAT( "cl_background" ))
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UI_DrawPic( 0, 0, 1024 * uiStatic.scaleX, 768 * uiStatic.scaleY, uiColorWhite, ART_BACKGROUND );
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else speed = 45.0f; // syncronize with final background track :-)*/
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// otherwise running on cutscene
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speed = 32.0f * (768.0f / ScreenHeight);
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// now draw the credits
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UI_ScaleCoords( NULL, NULL, &w, &h );
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y = ScreenHeight - (((gpGlobals->time * 1000) - uiCredits.startTime ) / speed );
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// draw the credits
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for ( i = 0; i < uiCredits.numLines && uiCredits.credits[i]; i++, y += h )
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{
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// skip not visible lines, but always draw end line
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if( y <= -h && i != uiCredits.numLines - 1 ) continue;
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if(( y < ( ScreenHeight - h ) / 2 ) && i == uiCredits.numLines - 1 )
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{
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if( !uiCredits.fadeTime ) uiCredits.fadeTime = (gpGlobals->time * 1000);
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color = UI_FadeAlpha( uiCredits.fadeTime, uiCredits.showTime );
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if( UnpackAlpha( color ))
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UI_DrawString( 0, ( ScreenHeight - h ) / 2, ScreenWidth, h, uiCredits.credits[i], color, true, w, h, 1, true );
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}
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else UI_DrawString( 0, y, ScreenWidth, h, uiCredits.credits[i], uiColorWhite, false, w, h, 1, true );
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}
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if( y < 0 && UnpackAlpha( color ) == 0 )
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{
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uiCredits.active = false; // end of credits
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if( uiCredits.finalCredits )
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HOST_ENDGAME( gMenu.m_gameinfo.title );
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}
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if( !uiCredits.active )
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UI_PopMenu();
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}
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/*
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=================
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UI_Credits_KeyFunc
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=================
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*/
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static const char *UI_Credits_KeyFunc( int key, int down )
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{
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if( !down ) return uiSoundNull;
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// final credits can't be intterupted
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if( uiCredits.finalCredits )
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return uiSoundNull;
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uiCredits.active = false;
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return uiSoundNull;
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}
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/*
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=================
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UI_Credits_Init
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=================
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*/
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static void UI_Credits_Init( void )
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{
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uiCredits.menu.drawFunc = UI_Credits_DrawFunc;
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uiCredits.menu.keyFunc = UI_Credits_KeyFunc;
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// use built-in credits
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uiCredits.credits = uiCreditsDefault;
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uiCredits.numLines = ( sizeof( uiCreditsDefault ) / sizeof( uiCreditsDefault[0] )) - 1; // skip term
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// run credits
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uiCredits.startTime = (gpGlobals->time * 1000) + 500; // make half-seconds delay
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uiCredits.showTime = bound( 1000, strlen( uiCredits.credits[uiCredits.numLines - 1]) * 1000, 10000 );
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uiCredits.fadeTime = 0; // will be determined later
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uiCredits.active = true;
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}
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void UI_DrawFinalCredits( void )
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{
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if( uiCredits.finalCredits && uiCredits.active )
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UI_Credits_DrawFunc ();
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}
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int UI_CreditsActive( void )
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{
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return uiCredits.active && uiCredits.finalCredits;
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}
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/*
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=================
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UI_Credits_Precache
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=================
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*/
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void UI_Credits_Precache( void )
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{
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PIC_Load( ART_BACKGROUND );
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}
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/*
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=================
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UI_Credits_Menu
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=================
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*/
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void UI_Credits_Menu( void )
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{
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UI_Credits_Precache();
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UI_Credits_Init();
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UI_PushMenu( &uiCredits.menu );
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}
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void UI_FinalCredits( void )
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{
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uiCredits.finalCredits = true;
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UI_Credits_Init();
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}
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