/* 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 ); }