forked from FWGS/Paranoia2
329 lines
9.4 KiB
C++
329 lines
9.4 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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#include "keydefs.h"
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#include "menu_btnsbmp_table.h"
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#include "menu_strings.h"
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#define ART_BANNER "gfx/shell/head_newgame"
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#define ID_BACKGROUND 0
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#define ID_BANNER 1
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#define ID_EASY 2
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#define ID_MEDIUM 3
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#define ID_DIFFICULT 4
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#define ID_CANCEL 5
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#define ID_MSGBOX 6
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#define ID_MSGTEXT 7
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#define ID_YES 130
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#define ID_NO 131
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typedef struct
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{
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menuFramework_s menu;
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menuBitmap_s background;
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menuBitmap_s banner;
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menuPicButton_s easy;
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menuPicButton_s medium;
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menuPicButton_s hard;
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menuPicButton_s cancel;
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// newgame prompt dialog
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menuAction_s msgBox;
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menuAction_s dlgMessage1;
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menuPicButton_s yes;
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menuPicButton_s no;
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float skill;
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} uiNewGame_t;
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static uiNewGame_t uiNewGame;
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/*
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=================
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UI_NewGame_StartGame
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=================
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*/
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static void UI_NewGame_StartGame( float skill )
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{
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if( CVAR_GET_FLOAT( "host_serverstate" ) && CVAR_GET_FLOAT( "maxplayers" ) > 1 )
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HOST_ENDGAME( "end of the game" );
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CVAR_SET_FLOAT( "skill", skill );
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CVAR_SET_FLOAT( "deathmatch", 0.0f );
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CVAR_SET_FLOAT( "teamplay", 0.0f );
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CVAR_SET_FLOAT( "pausable", 1.0f ); // singleplayer is always allowing pause
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CVAR_SET_FLOAT( "maxplayers", 1.0f );
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CVAR_SET_FLOAT( "coop", 0.0f );
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BACKGROUND_TRACK( NULL, NULL );
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CLIENT_COMMAND( FALSE, "newgame\n" );
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}
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static void UI_PromptDialog( float skill )
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{
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if ( CL_IsActive( ) == FALSE )
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{
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UI_NewGame_StartGame( skill );
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return;
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}
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uiNewGame.skill = skill;
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// toggle main menu between active\inactive
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// show\hide quit dialog
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uiNewGame.easy.generic.flags ^= QMF_INACTIVE;
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uiNewGame.medium.generic.flags ^= QMF_INACTIVE;
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uiNewGame.hard.generic.flags ^= QMF_INACTIVE;
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uiNewGame.cancel.generic.flags ^= QMF_INACTIVE;
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uiNewGame.msgBox.generic.flags ^= QMF_HIDDEN;
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uiNewGame.dlgMessage1.generic.flags ^= QMF_HIDDEN;
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uiNewGame.no.generic.flags ^= QMF_HIDDEN;
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uiNewGame.yes.generic.flags ^= QMF_HIDDEN;
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}
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/*
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=================
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UI_NewGame_KeyFunc
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=================
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*/
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static const char *UI_NewGame_KeyFunc( int key, int down )
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{
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if( down && key == K_ESCAPE && !( uiNewGame.dlgMessage1.generic.flags & QMF_HIDDEN ))
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{
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UI_PromptDialog( 0.0f ); // clear skill
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return uiSoundNull;
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}
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return UI_DefaultKey( &uiNewGame.menu, key, down );
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}
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/*
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=================
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UI_NewGame_Callback
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=================
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*/
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static void UI_NewGame_Callback( void *self, int event )
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{
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menuCommon_s *item = (menuCommon_s *)self;
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if( event != QM_ACTIVATED )
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return;
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switch( item->id )
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{
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case ID_EASY:
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UI_PromptDialog( 1.0f );
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break;
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case ID_MEDIUM:
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UI_PromptDialog( 2.0f );
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break;
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case ID_DIFFICULT:
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UI_PromptDialog( 3.0f );
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break;
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case ID_CANCEL:
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UI_PopMenu();
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break;
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case ID_YES:
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UI_NewGame_StartGame( uiNewGame.skill );
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break;
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case ID_NO:
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UI_PromptDialog( 1.0f ); // clear skill
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break;
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}
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}
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/*
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=================
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UI_MsgBox_Ownerdraw
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=================
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*/
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static void UI_MsgBox_Ownerdraw( void *self )
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{
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menuCommon_s *item = (menuCommon_s *)self;
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UI_FillRect( item->x, item->y, item->width, item->height, uiPromptBgColor );
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}
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/*
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=================
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UI_NewGame_Init
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=================
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*/
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static void UI_NewGame_Init( void )
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{
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memset( &uiNewGame, 0, sizeof( uiNewGame_t ));
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uiNewGame.menu.vidInitFunc = UI_NewGame_Init;
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uiNewGame.menu.keyFunc = UI_NewGame_KeyFunc;
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uiNewGame.background.generic.id = ID_BACKGROUND;
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uiNewGame.background.generic.type = QMTYPE_BITMAP;
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uiNewGame.background.generic.flags = QMF_INACTIVE;
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uiNewGame.background.generic.x = 0;
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uiNewGame.background.generic.y = 0;
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uiNewGame.background.generic.width = 1024;
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uiNewGame.background.generic.height = 768;
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uiNewGame.background.pic = ART_BACKGROUND;
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uiNewGame.banner.generic.id = ID_BANNER;
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uiNewGame.banner.generic.type = QMTYPE_BITMAP;
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uiNewGame.banner.generic.flags = QMF_INACTIVE|QMF_DRAW_ADDITIVE;
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uiNewGame.banner.generic.x = UI_BANNER_POSX;
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uiNewGame.banner.generic.y = UI_BANNER_POSY;
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uiNewGame.banner.generic.width = UI_BANNER_WIDTH;
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uiNewGame.banner.generic.height = UI_BANNER_HEIGHT;
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uiNewGame.banner.pic = ART_BANNER;
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uiNewGame.easy.generic.id = ID_EASY;
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uiNewGame.easy.generic.type = QMTYPE_BM_BUTTON;
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uiNewGame.easy.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_NOTIFY;
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uiNewGame.easy.generic.name = "Easy";
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uiNewGame.easy.generic.statusText = MenuStrings[HINT_SKILL_EASY];
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uiNewGame.easy.generic.x = 72;
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uiNewGame.easy.generic.y = 230;
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uiNewGame.easy.generic.callback = UI_NewGame_Callback;
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UI_UtilSetupPicButton( &uiNewGame.easy, PC_EASY );
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uiNewGame.medium.generic.id = ID_MEDIUM;
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uiNewGame.medium.generic.type = QMTYPE_BM_BUTTON;
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uiNewGame.medium.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_NOTIFY;
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uiNewGame.medium.generic.name = "Medium";
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uiNewGame.medium.generic.statusText = MenuStrings[HINT_SKILL_NORMAL];
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uiNewGame.medium.generic.x = 72;
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uiNewGame.medium.generic.y = 280;
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uiNewGame.medium.generic.callback = UI_NewGame_Callback;
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UI_UtilSetupPicButton( &uiNewGame.medium, PC_MEDIUM );
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uiNewGame.hard.generic.id = ID_DIFFICULT;
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uiNewGame.hard.generic.type = QMTYPE_BM_BUTTON;
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uiNewGame.hard.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_NOTIFY;
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uiNewGame.hard.generic.name = "Difficult";
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uiNewGame.hard.generic.statusText = MenuStrings[HINT_SKILL_HARD];
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uiNewGame.hard.generic.x = 72;
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uiNewGame.hard.generic.y = 330;
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uiNewGame.hard.generic.callback = UI_NewGame_Callback;
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UI_UtilSetupPicButton( &uiNewGame.hard, PC_DIFFICULT );
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uiNewGame.cancel.generic.id = ID_CANCEL;
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uiNewGame.cancel.generic.type = QMTYPE_BM_BUTTON;
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uiNewGame.cancel.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_NOTIFY;
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uiNewGame.cancel.generic.name = "Cancel";
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uiNewGame.cancel.generic.statusText = "Go back to the main Menu";
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uiNewGame.cancel.generic.x = 72;
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uiNewGame.cancel.generic.y = 380;
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uiNewGame.cancel.generic.callback = UI_NewGame_Callback;
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UI_UtilSetupPicButton( &uiNewGame.cancel, PC_CANCEL );
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uiNewGame.msgBox.generic.id = ID_MSGBOX;
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uiNewGame.msgBox.generic.type = QMTYPE_ACTION;
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uiNewGame.msgBox.generic.flags = QMF_INACTIVE|QMF_HIDDEN;
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uiNewGame.msgBox.generic.ownerdraw = UI_MsgBox_Ownerdraw; // just a fill rectangle
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uiNewGame.msgBox.generic.x = 192;
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uiNewGame.msgBox.generic.y = 256;
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uiNewGame.msgBox.generic.width = 640;
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uiNewGame.msgBox.generic.height = 256;
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uiNewGame.dlgMessage1.generic.id = ID_MSGTEXT;
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uiNewGame.dlgMessage1.generic.type = QMTYPE_ACTION;
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uiNewGame.dlgMessage1.generic.flags = QMF_INACTIVE|QMF_HIDDEN|QMF_DROPSHADOW|QMF_CENTER_JUSTIFY;
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uiNewGame.dlgMessage1.generic.name = MenuStrings[HINT_RESTART_GAME];
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uiNewGame.dlgMessage1.generic.x = 192;
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uiNewGame.dlgMessage1.generic.y = 280;
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uiNewGame.dlgMessage1.generic.width = 640;
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uiNewGame.dlgMessage1.generic.height = 256;
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uiNewGame.yes.generic.id = ID_YES;
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uiNewGame.yes.generic.type = QMTYPE_BM_BUTTON;
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uiNewGame.yes.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_HIDDEN|QMF_DROPSHADOW;
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uiNewGame.yes.generic.name = "Ok";
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uiNewGame.yes.generic.x = 380;
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uiNewGame.yes.generic.y = 460;
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uiNewGame.yes.generic.callback = UI_NewGame_Callback;
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UI_UtilSetupPicButton( &uiNewGame.yes, PC_OK );
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uiNewGame.no.generic.id = ID_NO;
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uiNewGame.no.generic.type = QMTYPE_BM_BUTTON;
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uiNewGame.no.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_HIDDEN|QMF_DROPSHADOW;
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uiNewGame.no.generic.name = "Cancel";
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uiNewGame.no.generic.x = 530;
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uiNewGame.no.generic.y = 460;
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uiNewGame.no.generic.callback = UI_NewGame_Callback;
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UI_UtilSetupPicButton( &uiNewGame.no, PC_CANCEL );
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UI_AddItem( &uiNewGame.menu, (void *)&uiNewGame.background );
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UI_AddItem( &uiNewGame.menu, (void *)&uiNewGame.banner );
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UI_AddItem( &uiNewGame.menu, (void *)&uiNewGame.easy );
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UI_AddItem( &uiNewGame.menu, (void *)&uiNewGame.medium );
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UI_AddItem( &uiNewGame.menu, (void *)&uiNewGame.hard );
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UI_AddItem( &uiNewGame.menu, (void *)&uiNewGame.cancel );
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UI_AddItem( &uiNewGame.menu, (void *)&uiNewGame.msgBox );
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UI_AddItem( &uiNewGame.menu, (void *)&uiNewGame.dlgMessage1 );
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UI_AddItem( &uiNewGame.menu, (void *)&uiNewGame.no );
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UI_AddItem( &uiNewGame.menu, (void *)&uiNewGame.yes );
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}
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/*
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=================
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UI_NewGame_Precache
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=================
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*/
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void UI_NewGame_Precache( void )
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{
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PIC_Load( ART_BACKGROUND );
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PIC_Load( ART_BANNER );
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}
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/*
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=================
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UI_NewGame_Menu
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=================
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*/
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void UI_NewGame_Menu( void )
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{
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if( gMenu.m_gameinfo.gamemode == GAME_MULTIPLAYER_ONLY )
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{
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// completely ignore save\load menus for multiplayer_only
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return;
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}
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if( !CheckGameDll( )) return;
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UI_NewGame_Precache();
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UI_NewGame_Init();
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UI_PushMenu( &uiNewGame.menu );
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} |