// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // DOOM selection menu, options, episode etc. // Sliders and icons. Kinda widget stuff. // //----------------------------------------------------------------------------- #include "os.h" #include "cgdoom.h" #include "doomdef.h" #include "dstrings.h" #include "d_main.h" #include "i_system.h" #include "i_video.h" #include "z_zone.h" #include "v_video.h" #include "w_wad.h" #include "r_local.h" #include "hu_stuff.h" #include "g_game.h" //#include "m_argv.h" #include "m_swap.h" #include "doomstat.h" // Data. #include "m_menu.h" extern const patch_t* hu_font[HU_FONTSIZE]; extern boolean message_dontfuckwithme; extern boolean chat_on; // in heads-up code // // defaulted values // int mouseSensitivity; // has default // Show messages has default, 0 = off, 1 = on int showMessages= 1; // Blocky mode, has default, 0 = high, 1 = normal int detailLevel; int screenblocks; // has default // temp for screenblocks (0-9) int screenSize; // -1 = no quicksave slot picked! int quickSaveSlot; // 1 = message to be printed int messageToPrint; // ...and here is the message string! char* messageString; // message x & y int messx; int messy; int messageLastMenuActive; // timed message = no input from user boolean messageNeedsInput; void (*messageRoutine)(int response); #define SAVESTRINGSIZE 24 char gammamsg[5][26] = { GAMMALVL0, GAMMALVL1, GAMMALVL2, GAMMALVL3, GAMMALVL4 }; // we are going to be entering a savegame string int saveStringEnter; int saveSlot; // which slot to save in int saveCharIndex; // which char we're editing // old save description before edit char saveOldString[SAVESTRINGSIZE]; boolean inhelpscreens; boolean menuactive; #define SKULLXOFF -32 #define LINEHEIGHT 16 extern boolean sendpause; char savegamestrings[10][SAVESTRINGSIZE]; char endstring[160]; // // MENU TYPEDEFS // typedef struct { // 0 = no cursor here, 1 = ok, 2 = arrows ok short status; char name[10]; // choice = menu item #. // if status = 2, // choice=0:leftarrow,1:rightarrow void (*routine)(int choice); // hotkey in menu char alphaKey; } menuitem_t; typedef struct menu_s { short numitems; // # of menu items struct menu_s* prevMenu; // previous menu menuitem_t* menuitems; // menu items void (*routine)(); // draw routine short x; short y; // x,y of menu short lastOn; // last item user was on in menu } menu_t; short itemOn; // menu item skull is on short skullAnimCounter; // skull animation counter short whichSkull; // which skull to draw // graphic name of skulls // warning: initializer-string for array of chars is too long char skullName[2][/*8*/9] = {"M_SKULL1","M_SKULL2"}; // current menudef menu_t* currentMenu; // // PROTOTYPES // void M_NewGame(int choice); void M_Episode(int choice); void M_ChooseSkill(int choice); void M_LoadGame(int choice); void M_SaveGame(int choice); void M_Options(int choice); void M_EndGame(int choice); void M_ReadThis(int choice); void M_ReadThis2(int choice); void M_QuitDOOM(int choice); void M_ChangeMessages(int choice); //void M_ChangeSensitivity(int choice); //void M_SfxVol(int choice); //void M_MusicVol(int choice); void M_ChangeDetail(int choice); //void M_SizeDisplay(int choice); void M_StartGame(int choice); //void M_Sound(int choice); void M_FinishReadThis(int choice); void M_LoadSelect(int choice); void M_SaveSelect(int choice); void M_ReadSaveStrings(void); void M_QuickSave(void); void M_QuickLoad(void); void M_DrawMainMenu(void); void M_DrawReadThis1(void); void M_DrawReadThis2(void); void M_DrawNewGame(void); void M_DrawEpisode(void); void M_DrawOptions(void); //void M_DrawSound(void); void M_DrawLoad(void); void M_DrawSave(void); void M_DrawSaveLoadBorder(int x,int y,int height,int count); void M_SetupNextMenu(menu_t *menudef); void M_DrawThermo(int x,int y,int thermWidth,int thermDot); void M_DrawEmptyCell(menu_t *menu,int item); void M_DrawSelCell(menu_t *menu,int item); void M_WriteText(int x, int y, char *string); int M_StringWidth(char *string); int M_StringHeight(char *string); void M_StartControlPanel(void); void M_StartMessage(char *string,void *routine,boolean input); void M_StopMessage(void); void M_ClearMenus (void); // // DOOM MENU // enum { newgame = 0, options, loadgame, savegame, readthis, quitdoom, main_end } main_e; menuitem_t MainMenu[]= { {1,"M_NGAME",M_NewGame,'n'}, {1,"M_OPTION",M_Options,'o'}, {1,"M_LOADG",M_LoadGame,'l'}, {1,"M_SAVEG",M_SaveGame,'s'}, // Another hickup with Special edition. {1,"M_RDTHIS",M_ReadThis,'r'}, {1,"M_QUITG",M_QuitDOOM,'q'} }; menu_t MainDef = { main_end, NULL, MainMenu, M_DrawMainMenu, 97,64, 0 }; // // EPISODE SELECT // enum { ep1, ep2, ep3, ep4, ep_end } episodes_e; menuitem_t EpisodeMenu[]= { {1,"M_EPI1", M_Episode,'k'}, {1,"M_EPI2", M_Episode,'t'}, {1,"M_EPI3", M_Episode,'i'}, {1,"M_EPI4", M_Episode,'t'} }; menu_t EpiDef = { ep_end, // # of menu items &MainDef, // previous menu EpisodeMenu, // menuitem_t -> M_DrawEpisode, // drawing routine -> 48,63, // x,y ep1 // lastOn }; // // NEW GAME // enum { killthings, toorough, hurtme, violence, nightmare, newg_end } newgame_e; menuitem_t NewGameMenu[]= { {1,"M_JKILL", M_ChooseSkill, 'i'}, {1,"M_ROUGH", M_ChooseSkill, 'h'}, {1,"M_HURT", M_ChooseSkill, 'h'}, {1,"M_ULTRA", M_ChooseSkill, 'u'}, {1,"M_NMARE", M_ChooseSkill, 'n'} }; menu_t NewDef = { newg_end, // # of menu items &EpiDef, // previous menu NewGameMenu, // menuitem_t -> M_DrawNewGame, // drawing routine -> 48,63, // x,y hurtme // lastOn }; // // OPTIONS MENU // enum { endgame, messages, detail, opt_end } options_e; menuitem_t OptionsMenu[]= { {1,"M_ENDGAM", M_EndGame,'e'}, {1,"M_MESSG", M_ChangeMessages,'m'}, {1,"M_DETAIL", M_ChangeDetail,'g'} }; menu_t OptionsDef = { opt_end, &MainDef, OptionsMenu, M_DrawOptions, 60,37, 0 }; // // Read This! MENU 1 & 2 // enum { rdthsempty1, read1_end } read_e; menuitem_t ReadMenu1[] = { {1,"",M_ReadThis2,0} }; menu_t ReadDef1 = { read1_end, &MainDef, ReadMenu1, M_DrawReadThis1, 280,185, 0 }; enum { rdthsempty2, read2_end } read_e2; menuitem_t ReadMenu2[]= { {1,"",M_FinishReadThis,0} }; menu_t ReadDef2 = { read2_end, &ReadDef1, ReadMenu2, M_DrawReadThis2, 330,175, 0 }; // // LOAD GAME MENU // enum { load1, load2, load3, load4, load5, load6, load_end } load_e; menuitem_t LoadMenu[]= { {1,"", M_LoadSelect,'1'}, {1,"", M_LoadSelect,'2'}, {1,"", M_LoadSelect,'3'}, {1,"", M_LoadSelect,'4'}, {1,"", M_LoadSelect,'5'}, {1,"", M_LoadSelect,'6'} }; menu_t LoadDef = { load_end, &MainDef, LoadMenu, M_DrawLoad, 80,54, 0 }; // // SAVE GAME MENU // menuitem_t SaveMenu[]= { {1,"", M_SaveSelect,'1'}, {1,"", M_SaveSelect,'2'}, {1,"", M_SaveSelect,'3'}, {1,"", M_SaveSelect,'4'}, {1,"", M_SaveSelect,'5'}, {1,"", M_SaveSelect,'6'} }; menu_t SaveDef = { load_end, &MainDef, SaveMenu, M_DrawSave, 80,54, 0 }; // // M_ReadSaveStrings // read the strings from the savegame files // void M_ReadSaveStrings(void) { int fd; int i, j; char name[64]; uint16_t fc_path[64]; for (i = 0;i < load_end;i++) { /* Use the pending file write as a bypass */ int n = CGD_DELAYEDSAVES_SAVES + i; if (CGD_DelayedSaves[n].data != NULL) { memcpy(savegamestrings[i], CGD_DelayedSaves[n].data, SAVESTRINGSIZE); LoadMenu[i].status = 1; continue; } sprintf(name, "%s_%d.dsg", CGD_WADFileName, i); memcpy(fc_path, u"\\\\fls0\\", 14); for (j = 0; name[j]; j++) fc_path[j+7] = name[j]; fc_path[j+7] = 0x0000; fd = Bfile_OpenFile_OS(fc_path, BFILE_READ, 0); if(fd < 0) { strcpy(savegamestrings[i], EMPTYSTRING); LoadMenu[i].status = 0; } else { Bfile_ReadFile_OS(fd, savegamestrings[i], SAVESTRINGSIZE, -1); LoadMenu[i].status = 1; Bfile_CloseFile_OS(fd); } } I_ReinitAfterError(); } // // M_LoadGame & Cie. // void M_DrawLoad(void) { int i; V_DrawPatchDirect (72,28,0,W_CacheLumpNamePatch("M_LOADG",PU_CACHE)); M_DrawSaveLoadBorder(LoadDef.x,LoadDef.y,LINEHEIGHT,load_end); for (i = 0;i < load_end; i++) { M_WriteText(LoadDef.x,LoadDef.y+LINEHEIGHT*i,savegamestrings[i]); } } // // Draw border for the savegame description // void M_DrawSaveLoadBorder(int x,int y,int height,int count) { int i; const patch_t *left = W_CacheLumpNamePatch("M_LSLEFT", PU_CACHE); const patch_t *center = W_CacheLumpNamePatch("M_LSCNTR", PU_CACHE); const patch_t *right = W_CacheLumpNamePatch("M_LSRGHT", PU_CACHE); for(int j = 0; j < count; j++) { V_DrawPatchDirect (x-8,y+7,0,left); for (i = 0; i < 24; i++) V_DrawPatchDirect (x+8*i,y+7,0,center); V_DrawPatchDirect (x+8*24,y+7,0,right); y += height; } } // // User wants to load this game // void M_LoadSelect(int choice) { G_LoadGame (choice); M_ClearMenus (); } // // Selected from DOOM menu // void M_LoadGame(int choice) { (void)choice; if (netgame) { M_StartMessage(LOADNET,NULL,false); return; } M_SetupNextMenu(&LoadDef); M_ReadSaveStrings(); } // // M_SaveGame & Cie. // void M_DrawSave(void) { int i; V_DrawPatchDirect (72,28,0,W_CacheLumpNamePatch("M_SAVEG",PU_CACHE)); M_DrawSaveLoadBorder(LoadDef.x,LoadDef.y,LINEHEIGHT,load_end); for (i = 0;i < load_end; i++) { M_WriteText(LoadDef.x,LoadDef.y+LINEHEIGHT*i,savegamestrings[i]); } if (saveStringEnter) { i = M_StringWidth(savegamestrings[saveSlot]); M_WriteText(LoadDef.x + i,LoadDef.y+LINEHEIGHT*saveSlot,"_"); } } // // M_Responder calls this when user is finished // void M_DoSave(int slot) { G_SaveGame (slot,savegamestrings[slot]); M_ClearMenus (); // PICK QUICKSAVE SLOT YET? if (quickSaveSlot == -2) quickSaveSlot = slot; } // // User wants to save. Start string input for M_Responder // void M_SaveSelect(int choice) { // we are going to be intercepting all chars saveStringEnter = 1; saveSlot = choice; strcpy(saveOldString,savegamestrings[choice]); if (!strcmp(savegamestrings[choice],EMPTYSTRING)) savegamestrings[choice][0] = 0; saveCharIndex = strlen(savegamestrings[choice]); } // // Selected from DOOM menu // void M_SaveGame(int choice) { (void)choice; if (!usergame) { M_StartMessage(SAVEDEAD,NULL,false); return; } if (gamestate != GS_LEVEL) return; M_SetupNextMenu(&SaveDef); M_ReadSaveStrings(); } // // Read This Menus // Had a "quick hack to fix romero bug" // void M_DrawReadThis1(void) { inhelpscreens = true; switch ( gamemode ) { case commercial: // V_DrawPatchDirect (0,0,0,W_CacheLumpNamePatch("HELP",PU_CACHE)); V_DrawFullscreenPatchFragmented(0, "HELP"); break; case shareware: case registered: case retail: // V_DrawPatchDirect (0,0,0,W_CacheLumpNamePatch("HELP1",PU_CACHE)); V_DrawFullscreenPatchFragmented(0, "HELP1"); break; default: break; } return; } // // Read This Menus - optional second page. // void M_DrawReadThis2(void) { inhelpscreens = true; switch ( gamemode ) { case retail: case commercial: // This hack keeps us from having to change menus. // V_DrawPatchDirect (0,0,0,W_CacheLumpNamePatch("CREDIT",PU_CACHE)); V_DrawFullscreenPatchFragmented(0, "CREDIT"); break; case shareware: case registered: // V_DrawPatchDirect (0,0,0,W_CacheLumpNamePatch("HELP2",PU_CACHE)); V_DrawFullscreenPatchFragmented(0, "HELP2"); break; default: break; } return; } // // Change Sfx & Music volumes // /* void M_Sound(int choice) { M_SetupNextMenu(&SoundDef); }*/ // // M_DrawMainMenu // void M_DrawMainMenu(void) { V_DrawPatchDirect (94,2,0,W_CacheLumpNamePatch("M_DOOM",PU_CACHE)); } // // M_NewGame // void M_DrawNewGame(void) { V_DrawPatchDirect (96,14,0,W_CacheLumpNamePatch("M_NEWG",PU_CACHE)); V_DrawPatchDirect (54,38,0,W_CacheLumpNamePatch("M_SKILL",PU_CACHE)); } void M_NewGame(int choice) { choice = 0; if (netgame) { M_StartMessage(NEWGAME,NULL,false); return; } if ( gamemode == commercial ) M_SetupNextMenu(&NewDef); else M_SetupNextMenu(&EpiDef); } // // M_Episode // int epi; void M_DrawEpisode(void) { V_DrawPatchDirect (54,38,0,W_CacheLumpNamePatch("M_EPISOD",PU_CACHE)); } void M_VerifyNightmare(int ch) { if (ch != 'y' && ch != ' ' && ch != KEY_ENTER) return; G_DeferedInitNew((skill_t)nightmare,epi+1,1); M_ClearMenus (); } void M_ChooseSkill(int choice) { /*if (choice == nightmare) { M_StartMessage(NIGHTMARE,(void *)M_VerifyNightmare,true); return; } */ G_DeferedInitNew((skill_t)choice,epi+1,1); M_ClearMenus (); } void M_Episode(int choice) { if ( (gamemode == shareware) && choice) { M_StartMessage(SWSTRING,NULL,false); M_SetupNextMenu(&ReadDef1); } // Yet another hack... if ( (gamemode == registered) && (choice > 2)) { printf( "M_Episode: 4th episode requires UltimateDOOM\n"); choice = 0; } epi = choice; M_SetupNextMenu(&NewDef); } // // M_Options // static const char detailNames[2][9] = {"M_GDHIGH","M_GDLOW"}; static const char msgNames[2][9] = {"M_MSGOFF","M_MSGON"}; void M_DrawOptions(void) { V_DrawPatchDirect (108,15,0,W_CacheLumpNamePatch("M_OPTTTL",PU_CACHE)); V_DrawPatchDirect (OptionsDef.x + 175,OptionsDef.y+LINEHEIGHT*detail,0,W_CacheLumpNamePatch(detailNames[detailLevel],PU_CACHE)); V_DrawPatchDirect (OptionsDef.x + 120,OptionsDef.y+LINEHEIGHT*messages,0,W_CacheLumpNamePatch(msgNames[showMessages],PU_CACHE)); } void M_Options(int choice) { choice = 0; M_SetupNextMenu(&OptionsDef); } // // Toggle messages on/off // void M_ChangeMessages(int choice) { // warning: unused parameter `int choice' choice = 0; showMessages = 1 - showMessages; if (!showMessages) players[consoleplayer].message = MSGOFF; else players[consoleplayer].message = MSGON ; message_dontfuckwithme = true; } // // M_EndGame // void M_EndGameResponse(int ch) { if (ch != 'y' && ch != ' ' && ch != KEY_ENTER) return; currentMenu->lastOn = itemOn; M_ClearMenus (); D_StartTitle (); } void M_EndGame(int choice) { choice = 0; if (!usergame) return; M_StartMessage(ENDGAME,(void*)M_EndGameResponse,true); } // // M_ReadThis // void M_ReadThis(int choice) { choice = 0; M_SetupNextMenu(&ReadDef1); } void M_ReadThis2(int choice) { choice = 0; M_SetupNextMenu(&ReadDef2); } void M_FinishReadThis(int choice) { choice = 0; M_SetupNextMenu(&MainDef); } void M_QuitResponse(int ch) { if (ch != 'y' && ch != ' ' && ch != KEY_ENTER) return; I_Quit (); } void M_QuitDOOM(int choice) { choice = 0; // We pick index 0 which is language sensitive, // or one at random, between 1 and maximum number. sprintf(endstring,"%s\n\n"DOSY, endmsg[ (gametic%(NUM_QUITMESSAGES-2))+1 ]); M_StartMessage(endstring,(void *)M_QuitResponse,true); } void M_ChangeSensitivity(int choice) { switch(choice) { case 0: if (mouseSensitivity) mouseSensitivity--; break; case 1: if (mouseSensitivity < 9) mouseSensitivity++; break; } } void M_ChangeDetail(int choice) { choice = 0; M_StartMessage(DETAILCGD,NULL,true); } // // Menu Functions // void M_DrawThermo ( int x, int y, int thermWidth, int thermDot ) { int xx; int i; xx = x; V_DrawPatchDirect(xx,y,0,W_CacheLumpNamePatch("M_THERML",PU_CACHE)); xx += 8; for (i=0;ix - 10,menu->y+item*LINEHEIGHT - 1, 0,W_CacheLumpNamePatch("M_CELL1",PU_CACHE)); } void M_DrawSelCell( menu_t* menu, int item ) { V_DrawPatchDirect (menu->x - 10,menu->y+item*LINEHEIGHT - 1, 0,W_CacheLumpNamePatch("M_CELL2",PU_CACHE)); } void M_StartMessage ( char* string, void* routine, boolean input ) { messageLastMenuActive = menuactive; messageToPrint = 1; messageString = string; messageRoutine = (void (*)(int))routine; messageNeedsInput = input; menuactive = true; return; } void M_StopMessage(void) { menuactive = (boolean)messageLastMenuActive; messageToPrint = 0; } // // Find string width from hu_font chars // int M_StringWidth(char* string) { int i; int w = 0; int c; for (i = 0;i < strlen(string);i++) { c = toupper_int(string[i]) - HU_FONTSTART; if (c < 0 || c >= HU_FONTSIZE) w += 4; else w += SHORT (hu_font[c]->width); } return w; } // // Find string height from hu_font chars // int M_StringHeight(char* string) { int i; int h; int height = SHORT(hu_font[0]->height); h = height; for (i = 0;i < strlen(string);i++) if (string[i] == '\n') h += height; return h; } // // Write a string using the hu_font // void M_WriteText ( int x, int y, char* string) { int w; char* ch; int c; int cx; int cy; ch = string; cx = x; cy = y; for(;;) { c = *ch++; if (!c) break; if (c == '\n') { cx = x; cy += 12; continue; } c = toupper_int(c) - HU_FONTSTART; if (c < 0 || c>= HU_FONTSIZE) { cx += 4; continue; } w = SHORT (hu_font[c]->width); if (cx+w > SCREENWIDTH) break; V_DrawPatchDirect(cx, cy, 0, hu_font[c]); cx+=w; } } // // CONTROL PANEL // // // M_Responder // boolean M_Responder (event_t* ev) { int ch; int i; ch = -1; if (ev->type == ev_keydown) ch = ev->data1; if (ch == -1) return false; // Save Game string input if (saveStringEnter) { switch(ch) { case KEY_BACKSPACE: if (saveCharIndex > 0) { saveCharIndex--; savegamestrings[saveSlot][saveCharIndex] = 0; } break; case KEY_ESCAPE: saveStringEnter = 0; strcpy(&savegamestrings[saveSlot][0],saveOldString); break; case KEY_ENTER: saveStringEnter = 0; if (savegamestrings[saveSlot][0]) M_DoSave(saveSlot); break; default: ch = (ch >= 'a' && ch <= 'z') ? (ch & ~0x20) : ch; if (ch != 32) if (ch-HU_FONTSTART < 0 || ch-HU_FONTSTART >= HU_FONTSIZE) break; if (ch >= 32 && ch <= 127 && saveCharIndex < SAVESTRINGSIZE-1 && M_StringWidth(savegamestrings[saveSlot]) < (SAVESTRINGSIZE-2)*8) { savegamestrings[saveSlot][saveCharIndex++] = ch; savegamestrings[saveSlot][saveCharIndex] = 0; } break; } return true; } // Take care of any messages that need input if (messageToPrint) { if (messageNeedsInput == true && !(ch == ' ' || ch == 'n' || ch == 'y' || ch == KEY_ESCAPE || ch == KEY_ENTER)) return false; menuactive = (boolean)messageLastMenuActive; messageToPrint = 0; if (messageRoutine) messageRoutine(ch); menuactive = false; return true; } // F-Keys if (!menuactive) switch(ch) { case KEY_F1: // Boss key M_StartControlPanel (); if ( gamemode == retail ) currentMenu = &ReadDef2; else currentMenu = &ReadDef1; itemOn = 0; return true; case KEY_F2: // Quicksave //M_QuickSave(); return true; case KEY_F3: // Quickload //M_QuickLoad(); return true; } // Pop-up menu? if (!menuactive) { if (ch == KEY_ESCAPE) { M_StartControlPanel (); return true; } return false; } // Keys usable within menu switch (ch) { case KEY_DOWNARROW: do { if (itemOn+1 > currentMenu->numitems-1) itemOn = 0; else itemOn++; } while(currentMenu->menuitems[itemOn].status==-1); return true; case KEY_UPARROW: do { if (!itemOn) itemOn = currentMenu->numitems-1; else itemOn--; } while(currentMenu->menuitems[itemOn].status==-1); return true; case KEY_LEFTARROW: if (currentMenu->menuitems[itemOn].routine && currentMenu->menuitems[itemOn].status == 2) { currentMenu->menuitems[itemOn].routine(0); } return true; case KEY_RIGHTARROW: if (currentMenu->menuitems[itemOn].routine && currentMenu->menuitems[itemOn].status == 2) { currentMenu->menuitems[itemOn].routine(1); } return true; case KEY_ENTER: if (currentMenu->menuitems[itemOn].routine && currentMenu->menuitems[itemOn].status) { currentMenu->lastOn = itemOn; if (currentMenu->menuitems[itemOn].status == 2) currentMenu->menuitems[itemOn].routine(1); // right arrow else currentMenu->menuitems[itemOn].routine(itemOn); } return true; case KEY_ESCAPE: currentMenu->lastOn = itemOn; M_ClearMenus (); return true; case KEY_BACKSPACE: currentMenu->lastOn = itemOn; if (currentMenu->prevMenu) { currentMenu = currentMenu->prevMenu; itemOn = currentMenu->lastOn; } return true; default: for (i = itemOn+1;i < currentMenu->numitems;i++) if (currentMenu->menuitems[i].alphaKey == ch) { itemOn = (short)i; return true; } for (i = 0;i <= itemOn;i++) if (currentMenu->menuitems[i].alphaKey == ch) { itemOn = (short)i; return true; } break; } return false; } // // M_StartControlPanel // void M_StartControlPanel (void) { // intro might call this repeatedly if (menuactive) return; menuactive = 1; currentMenu = &MainDef; // JDC itemOn = currentMenu->lastOn; // JDC } // // M_Drawer // Called after the view has been rendered, // but before it has been blitted. // void M_Drawer (void) { static short x; static short y; short i; short max; char string[40]; int start; inhelpscreens = false; // Horiz. & Vertically center string and print it. if (messageToPrint) { start = 0; y = (short)(100 - M_StringHeight(messageString)/2); while(*(messageString+start)) { for (i = 0;i < strlen(messageString+start);i++) if (*(messageString+start+i) == '\n') { memset(string,0,40); strncpy(string,messageString+start,i); start += i+1; break; } if (i == strlen(messageString+start)) { strcpy(string,messageString+start); start += i; } x = (short)(160 - M_StringWidth(string)/2); M_WriteText(x,y,string); y = y + SHORT(hu_font[0]->height); } return; } if (!menuactive) return; if (currentMenu->routine) currentMenu->routine(); // call Draw routine // DRAW MENU x = currentMenu->x; y = currentMenu->y; max = currentMenu->numitems; for (i=0;imenuitems[i].name[0]) V_DrawPatchDirect (x,y,0,W_CacheLumpNamePatch(currentMenu->menuitems[i].name ,PU_CACHE)); y += LINEHEIGHT; } // DRAW SKULL V_DrawPatchDirect(x + SKULLXOFF,currentMenu->y - 5 + itemOn*LINEHEIGHT, 0,W_CacheLumpNamePatch(skullName[whichSkull],PU_CACHE)); } // // M_ClearMenus // void M_ClearMenus (void) { menuactive = 0; } // // M_SetupNextMenu // void M_SetupNextMenu(menu_t *menudef) { currentMenu = menudef; itemOn = currentMenu->lastOn; } // // M_Ticker // void M_Ticker (void) { if (--skullAnimCounter <= 0) { whichSkull ^= 1; skullAnimCounter = 8; } } // // M_Init // void M_Init (void) { currentMenu = &MainDef; menuactive = 0; itemOn = currentMenu->lastOn; whichSkull = 0; skullAnimCounter = 10; screenSize = screenblocks - 3; messageToPrint = 0; messageString = NULL; messageLastMenuActive = menuactive; quickSaveSlot = -1; // Here we could catch other version dependencies, // like HELP1/2, and four episodes. switch ( gamemode ) { case commercial: // This is used because DOOM 2 had only one HELP // page. I use CREDIT as second page now, but // kept this hack for educational purposes. MainMenu[readthis] = MainMenu[quitdoom]; MainDef.numitems--; MainDef.y += 8; NewDef.prevMenu = &MainDef; ReadDef1.routine = M_DrawReadThis1; ReadDef1.x = 330; ReadDef1.y = 165; ReadMenu1[0].routine = M_FinishReadThis; break; case shareware: // Episode 2 and 3 are handled, // branching to an ad screen. case registered: // We need to remove the fourth episode. EpiDef.numitems--; break; case retail: // We are fine. default: break; } /* CGDoom: Change options when playing single-episode Ultimate Doom WADs */ if (CGD_SingleEpisodeUltimate) { EpiDef.numitems -= 3; EpisodeMenu[0] = EpisodeMenu[CGD_SingleEpisodeUltimate - 1]; } }