/* THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * * Inferno main menu. * */ #include #include #include #include #include #include #include #include "menu.h" #include "inferno.h" #include "game.h" #include "gr.h" #include "key.h" #include "iff.h" #include "u_mem.h" #include "error.h" #include "bm.h" #include "screens.h" #include "joy.h" #include "vecmat.h" #include "effects.h" #include "slew.h" #include "gamemine.h" #include "gamesave.h" #include "palette.h" #include "args.h" #include "newdemo.h" #include "timer.h" #include "sounds.h" #include "gameseq.h" #include "text.h" #include "gamefont.h" #include "newmenu.h" #include "network.h" #include "scores.h" #include "playsave.h" #include "multi.h" #include "kconfig.h" #include "titles.h" #include "credits.h" #include "texmap.h" #include "polyobj.h" #include "state.h" #include "mission.h" #include "songs.h" #include "config.h" #include "cfile.h" #include "gauges.h" #include "hudmsg.h" //for HUD_max_num_disp #ifdef NETWORK #include "netdrv.h" #include "tracker/tracker.h" #endif #ifdef EDITOR #include "editor/editor.h" #endif void do_option(int select); void do_multi_player_menu(); void do_new_game_menu(); void do_ip_manual_join_menu(); // Menu IDs... enum MENUS { MENU_NEW_GAME = 0, MENU_GAME, MENU_EDITOR, MENU_VIEW_SCORES, MENU_QUIT, MENU_LOAD_GAME, MENU_SAVE_GAME, MENU_DEMO_PLAY, MENU_LOAD_LEVEL, MENU_START_NETGAME, MENU_JOIN_NETGAME, MENU_CONFIG, MENU_REJOIN_NETGAME, MENU_DIFFICULTY, MENU_HELP, MENU_NEW_PLAYER, // Only if networking is enabled... #ifdef NETWORK MENU_MULTIPLAYER, #endif MENU_SHOW_CREDITS, MENU_ORDER_INFO, MENU_PLAY_SONG, // Only if networking is enabled... #ifdef NETWORK MENU_START_IPX_NETGAME, MENU_JOIN_IPX_NETGAME, MENU_BROWSE_UDP_NETGAME, // UDP/IP support MENU_START_UDP_NETGAME, MENU_JOIN_UDP_NETGAME, MENU_START_KALI_NETGAME, // Kali support MENU_JOIN_KALI_NETGAME, #endif }; //ADD_ITEM("Start netgame...", MENU_START_NETGAME, -1 ); //ADD_ITEM("Send net message...", MENU_SEND_NET_MESSAGE, -1 ); #define ADD_ITEM(t,value,key) do { m[num_options].type=NM_TYPE_MENU; m[num_options].text=t; menu_choice[num_options]=value;num_options++; } while (0) extern int last_joy_time; //last time the joystick was used extern void newmenu_close(); extern void ReorderPrimary(); extern void ReorderSecondary(); void autodemo_menu_check(int nitems, newmenu_item * items, int *last_key, int citem ) { int curtime; nitems = nitems; items=items; citem = citem; // Don't allow them to hit ESC in the main menu. if (*last_key==KEY_ESC) *last_key = 0; curtime = timer_get_approx_seconds(); if ( keyd_time_when_last_pressed+i2f(45) < curtime || GameArg.SysAutoDemo ) { if (curtime < 0) curtime = 0; keyd_time_when_last_pressed = curtime; // Reset timer so that disk won't thrash if no demos. newdemo_start_playback(NULL); // Randomly pick a file if (Newdemo_state == ND_STATE_PLAYBACK) { Function_mode = FMODE_GAME; *last_key = -2; } } } //static int First_time = 1; static int main_menu_choice = 0; // ----------------------------------------------------------------------------- // Create the main menu. void create_main_menu(newmenu_item *m, int *menu_choice, int *callers_num_options) { int num_options; #ifndef DEMO_ONLY num_options = 0; // // Move down to allow for space to display "Destination Saturn" // if (Saturn) { // int i; // // for (i=0; i<4; i++) // ADD_ITEM("", 0, -1); // // if (First_time) { // main_menu_choice = 4; // First_time = 0; // } // } set_screen_mode (SCREEN_MENU); ADD_ITEM(TXT_NEW_GAME,MENU_NEW_GAME,KEY_N); ADD_ITEM(TXT_LOAD_GAME,MENU_LOAD_GAME,KEY_L); #ifdef NETWORK ADD_ITEM(TXT_MULTIPLAYER_,MENU_MULTIPLAYER,-1); #endif ADD_ITEM(TXT_OPTIONS_, MENU_CONFIG, -1 ); ADD_ITEM(TXT_CHANGE_PILOTS,MENU_NEW_PLAYER,unused); ADD_ITEM(TXT_VIEW_DEMO,MENU_DEMO_PLAY,0); ADD_ITEM(TXT_VIEW_SCORES,MENU_VIEW_SCORES,KEY_V); #ifdef SHAREWARE ADD_ITEM(TXT_ORDERING_INFO,MENU_ORDER_INFO,-1); #endif ADD_ITEM(TXT_CREDITS,MENU_SHOW_CREDITS,-1); #endif ADD_ITEM(TXT_QUIT,MENU_QUIT,KEY_Q); #ifndef RELEASE if (!(Game_mode & GM_MULTI )) { //m[num_options].type=NM_TYPE_TEXT; //m[num_options++].text=" Debug options:"; ADD_ITEM(" Load level...",MENU_LOAD_LEVEL ,KEY_N); #ifdef EDITOR ADD_ITEM(" Editor", MENU_EDITOR, KEY_E); #endif } ADD_ITEM( " Play song", MENU_PLAY_SONG, -1 ); #endif *callers_num_options = num_options; } //returns number of item chosen int DoMenu() { int menu_choice[25]; newmenu_item m[25]; int num_options = 0; if ( Players[Player_num].callsign[0]==0 ) { RegisterPlayer(); return 0; } create_main_menu(m, menu_choice, &num_options); do { keyd_time_when_last_pressed = timer_get_fixed_seconds(); // .. 20 seconds from now! if (main_menu_choice < 0 ) main_menu_choice = 0; main_menu_choice = newmenu_do2(NULL, NULL, num_options, m, autodemo_menu_check, main_menu_choice, Menu_pcx_name); if ( main_menu_choice > -1 ) do_option(menu_choice[main_menu_choice]); create_main_menu(m, menu_choice, &num_options); // may have to change, eg, maybe selected pilot and no save games. } while( Function_mode==FMODE_MENU ); return main_menu_choice; } extern int cGameSongsAvailable; extern void show_order_form(void); // John didn't want this in inferno.h so I just externed it. //returns flag, true means quit menu void do_option ( int select) { switch (select) { case MENU_NEW_GAME: do_new_game_menu(); break; case MENU_GAME: break; case MENU_DEMO_PLAY: { char demo_file[16]; if (newmenu_get_filename( TXT_SELECT_DEMO, ".dem", demo_file, 1 )) newdemo_start_playback(demo_file); } break; case MENU_LOAD_GAME: state_restore_all(0); break; #ifdef EDITOR case MENU_EDITOR: Function_mode = FMODE_EDITOR; init_cockpit(); break; #endif case MENU_VIEW_SCORES: scores_view(-1); break; #ifdef SHAREWARE case MENU_ORDER_INFO: show_order_form(); break; #endif case MENU_QUIT: #ifdef EDITOR if (! SafetyCheck()) break; #endif Function_mode = FMODE_EXIT; break; case MENU_NEW_PLAYER: RegisterPlayer(); //1 == allow escape out of menu break; #ifndef RELEASE case MENU_PLAY_SONG: { int i; char * m[MAX_SONGS]; for (i=0;i -1 ) { songs_play_song( i, 0 ); } } break; case MENU_LOAD_LEVEL: { if (Current_mission || select_mission(0, "Load Level\n\nSelect mission")) { newmenu_item m; char text[10]=""; int new_level_num; m.type=NM_TYPE_INPUT; m.text_len = 10; m.text = text; newmenu_do( NULL, "Enter level to load", 1, &m, NULL ); new_level_num = atoi(m.text); if (new_level_num!=0 && new_level_num>=Last_secret_level && new_level_num<=Last_level) { StartNewGame(new_level_num); } } break; } #endif #ifdef NETWORK case MENU_START_IPX_NETGAME: case MENU_JOIN_IPX_NETGAME: case MENU_START_KALI_NETGAME: case MENU_JOIN_KALI_NETGAME: switch (select & ~0x1) { case MENU_START_IPX_NETGAME: NetDrvSet(NETPROTO_IPX); break; case MENU_START_KALI_NETGAME: NetDrvSet(NETPROTO_KALINIX); break; default: Int3(); } if ((select & 0x1) == 0) // MENU_START_*_NETGAME { network_start_game(); } else // MENU_JOIN_*_NETGAME network_join_game(); break; // Browse the available UDP/IP games by contacting tracker... case MENU_BROWSE_UDP_NETGAME: { // Initialize UDP/IP network subsystem for this platform... NetDrvSet(NETPROTO_UDP); // Invoke the browse UDP/IP network game GUI... TrackerBrowseMenu(); // Done... break; } case MENU_START_UDP_NETGAME: NetDrvSet(NETPROTO_UDP); network_start_game(); break; case MENU_JOIN_UDP_NETGAME: NetDrvSet(NETPROTO_UDP); do_ip_manual_join_menu(); break; case MENU_MULTIPLAYER: do_multi_player_menu(); break; #endif //NETWORK case MENU_CONFIG: do_options_menu(); break; case MENU_SHOW_CREDITS: songs_stop_all(); credits_show(NULL); break; default: Error("Unknown option %d in do_option",select); break; } } int do_difficulty_menu() { int s; newmenu_item m[5]; m[0].type=NM_TYPE_MENU; m[0].text=MENU_DIFFICULTY_TEXT(0); m[1].type=NM_TYPE_MENU; m[1].text=MENU_DIFFICULTY_TEXT(1); m[2].type=NM_TYPE_MENU; m[2].text=MENU_DIFFICULTY_TEXT(2); m[3].type=NM_TYPE_MENU; m[3].text=MENU_DIFFICULTY_TEXT(3); m[4].type=NM_TYPE_MENU; m[4].text=MENU_DIFFICULTY_TEXT(4); s = newmenu_do1( NULL, TXT_DIFFICULTY_LEVEL, NDL, m, NULL, Difficulty_level); if (s > -1 ) { if (s != Difficulty_level) { PlayerCfg.DefaultDifficulty = s; write_player_file(); } Difficulty_level = s; return 1; } return 0; } extern char *get_level_file(int level_num); void do_new_game_menu() { int new_level_num,player_highest_level; if (!select_mission(0, "New Game\n\nSelect mission")) return; new_level_num = 1; player_highest_level = get_highest_level(); if (player_highest_level > Last_level) player_highest_level = Last_level; if (player_highest_level > 1) { newmenu_item m[4]; char info_text[80]; char num_text[10]; int choice; int n_items; try_again: sprintf(info_text,"%s %d",TXT_START_ANY_LEVEL, player_highest_level); m[0].type=NM_TYPE_TEXT; m[0].text = info_text; m[1].type=NM_TYPE_INPUT; m[1].text_len = 10; m[1].text = num_text; n_items = 2; strcpy(num_text,"1"); choice = newmenu_do( NULL, TXT_SELECT_START_LEV, n_items, m, NULL ); if (choice==-1 || m[1].text[0]==0) return; new_level_num = atoi(m[1].text); if (!(new_level_num>0 && new_level_num<=player_highest_level)) { m[0].text = TXT_ENTER_TO_CONT; nm_messagebox( NULL, 1, TXT_OK, TXT_INVALID_LEVEL); goto try_again; } } Difficulty_level = PlayerCfg.DefaultDifficulty; if (!do_difficulty_menu()) return; StartNewGame(new_level_num); } int gcd(int a, int b) { if (!b) return a; return gcd(b, a%b); } void change_res_poll() {} void change_res() { newmenu_item m[15]; u_int32_t modes[15]; int i = 0, mc = 0, num_presets = 0; char customres[16], aspect[16]; int fullscreenc; u_int32_t screen_mode = 0, aspect_mode = 0; // the list of pre-defined resolutions // TODO: You know, since we currently have SDL, we could use it to build a list of supported resolutions m[mc].type = NM_TYPE_RADIO; m[mc].text = "320x200 (16x10)"; m[mc].value = (Game_screen_mode == SM(320,200)); m[mc].group = 0; modes[mc] = SM(320,200); mc++; m[mc].type = NM_TYPE_RADIO; m[mc].text = "640x480 (4x3)"; m[mc].value = (Game_screen_mode == SM(640,480)); m[mc].group = 0; modes[mc] = SM(640,480); mc++; m[mc].type = NM_TYPE_RADIO; m[mc].text = "800x600 (4x3)"; m[mc].value = (Game_screen_mode == SM(800,600)); m[mc].group = 0; modes[mc] = SM(800,600); mc++; m[mc].type = NM_TYPE_RADIO; m[mc].text = "1024x768 (4x3)"; m[mc].value = (Game_screen_mode == SM(1024,768)); m[mc].group = 0; modes[mc] = SM(1024,768); mc++; m[mc].type = NM_TYPE_RADIO; m[mc].text = "1280x800 (16x10)"; m[mc].value = (Game_screen_mode == SM(1280,800)); m[mc].group = 0; modes[mc] = SM(1280,800); mc++; m[mc].type = NM_TYPE_RADIO; m[mc].text = "1280x1024 (5x4)"; m[mc].value = (Game_screen_mode == SM(1280,1024)); m[mc].group = 0; modes[mc] = SM(1280,1024); mc++; m[mc].type = NM_TYPE_RADIO; m[mc].text = "1440x900 (16x10)"; m[mc].value = (Game_screen_mode == SM(1440,900)); m[mc].group = 0; modes[mc] = SM(1440,900); mc++; m[mc].type = NM_TYPE_RADIO; m[mc].text = "1600x1200 (4x3)"; m[mc].value = (Game_screen_mode == SM(1600,1200)); m[mc].group = 0; modes[mc] = SM(1600,1200); mc++; m[mc].type = NM_TYPE_RADIO; m[mc].text = "1920x1200 (16x10)"; m[mc].value = (Game_screen_mode == SM(1920,1200)); m[mc].group = 0; modes[mc] = SM(1920,1200); mc++; num_presets = mc; // now see which field is true and break there m[mc].value=0; for (i = 0; i < mc; i++) if (m[mc].value) break; // the field for custom resolution and aspect m[mc].type = NM_TYPE_RADIO; m[mc].text = "use custom values"; m[mc].value = (i == mc); m[mc].group = 0; modes[mc] = 0; mc++; m[mc].type = NM_TYPE_TEXT; m[mc].text = "resolution:"; mc++; sprintf(customres, "%ix%i", SM_W(Game_screen_mode), SM_H(Game_screen_mode)); m[mc].type = NM_TYPE_INPUT; m[mc].text = customres; m[mc].text_len = 11; modes[mc] = 0; mc++; m[mc].type = NM_TYPE_TEXT; m[mc].text = "aspect:"; mc++; sprintf(aspect, "%ix%i", GameCfg.AspectY, GameCfg.AspectX); m[mc].type = NM_TYPE_INPUT; m[mc].text = aspect; m[mc].text_len = 11; modes[mc] = 0; mc++; // fullscreen toggle fullscreenc = mc; m[mc].type = NM_TYPE_CHECK; m[mc].text = "Fullscreen"; m[mc].value = gr_check_fullscreen(); mc++; // create the menu i = newmenu_do1(NULL, "Screen Resolution", mc, m, &change_res_poll, 0); // menu is done, now do what we need to do // now check for fullscreen toggle and apply if necessary if (m[fullscreenc].value != gr_check_fullscreen()) gr_toggle_fullscreen(); // check which preset field was selected for (i = 0; (m[i].value == 0) && (i < num_presets); i++); if (modes[i]==0) // no preset selected, use custom values and set screen_mode and aspect { if (!strchr(customres, 'x')) return; screen_mode = SM(atoi(customres), atoi(strchr(customres, 'x')+1)); if (SM_W(screen_mode) < 320 || SM_H(screen_mode) < 200) // oh oh - the resolution is too small. Revert! { nm_messagebox( TXT_WARNING, 1, "OK", "Entered resolution is too small.\nReverting ..." ); return; } if (strchr(aspect, 'x')) // we even have a custom aspect set up { aspect_mode = SM(atoi(aspect), atoi(strchr(aspect, 'x')+1)); GameCfg.AspectY = SM_W(aspect_mode)/gcd(SM_W(aspect_mode),SM_H(aspect_mode)); GameCfg.AspectX = SM_H(aspect_mode)/gcd(SM_W(aspect_mode),SM_H(aspect_mode)); } } else // a preset field is selected - set screen_mode and aspect { screen_mode = modes[i]; GameCfg.AspectY = SM_W(screen_mode)/gcd(SM_W(screen_mode),SM_H(screen_mode)); GameCfg.AspectX = SM_H(screen_mode)/gcd(SM_W(screen_mode),SM_H(screen_mode)); } // clean up and apply everything newmenu_close(); set_screen_mode(SCREEN_MENU); if (Game_screen_mode != screen_mode) { Game_screen_mode = screen_mode; gr_set_mode(Game_screen_mode); game_init_render_buffers(SM_W(screen_mode), SM_H(screen_mode), VR_NONE); } } void input_menuset(int nitems, newmenu_item * items, int *last_key, int citem ) { int i; int oc_type = PlayerCfg.ControlType; nitems = nitems; last_key = last_key; citem = citem; for (i=0; i<4; i++ ) if (items[i].value) PlayerCfg.ControlType = i; if (PlayerCfg.ControlType == 2) PlayerCfg.ControlType = CONTROL_MOUSE; if (PlayerCfg.ControlType == 3) PlayerCfg.ControlType = CONTROL_JOYMOUSE; if (oc_type != PlayerCfg.ControlType) { kc_set_controls(); } } void input_config() { newmenu_item m[17]; int i, i1 = 5, j; int nitems = 17; m[0].type = NM_TYPE_RADIO; m[0].text = "KEYBOARD"; m[0].value = 0; m[0].group = 0; m[1].type = NM_TYPE_RADIO; m[1].text = "JOYSTICK"; m[1].value = 0; m[1].group = 0; m[2].type = NM_TYPE_RADIO; m[2].text = "MOUSE"; m[2].value = 0; m[2].group = 0; m[3].type = NM_TYPE_RADIO; m[3].text = "JOYSTICK & MOUSE"; m[3].value = 0; m[3].group = 0; m[4].type = NM_TYPE_TEXT; m[4].text = ""; m[5].type = NM_TYPE_MENU; m[5].text = TXT_CUST_ABOVE; m[6].type = NM_TYPE_MENU; m[6].text = TXT_CUST_KEYBOARD; m[7].type = NM_TYPE_MENU; m[7].text = "CUSTOMIZE WEAPON KEYS"; m[8].type = NM_TYPE_TEXT; m[8].text = ""; m[9].type = NM_TYPE_TEXT; m[9].text = "Joystick"; m[10].type = NM_TYPE_SLIDER; m[10].text="X Sensitivity"; m[10].value=PlayerCfg.JoystickSensitivityX; m[10].min_value = 0; m[10].max_value = 16; m[11].type = NM_TYPE_SLIDER; m[11].text="Y Sensitivity"; m[11].value=PlayerCfg.JoystickSensitivityY; m[11].min_value = 0; m[11].max_value = 16; m[12].type = NM_TYPE_SLIDER; m[12].text="Deadzone"; m[12].value=PlayerCfg.JoystickDeadzone; m[12].min_value=0; m[12].max_value = 16; m[13].type = NM_TYPE_TEXT; m[13].text = ""; m[14].type = NM_TYPE_TEXT; m[14].text = "Mouse"; m[15].type = NM_TYPE_SLIDER; m[15].text="X Sensitivity"; m[15].value=PlayerCfg.MouseSensitivityX; m[15].min_value = 0; m[15].max_value = 16; m[16].type = NM_TYPE_SLIDER; m[16].text="Y Sensitivity"; m[16].value=PlayerCfg.MouseSensitivityY; m[16].min_value = 0; m[16].max_value = 16; do { i = PlayerCfg.ControlType; if (i == CONTROL_MOUSE) i = 2; if (i==CONTROL_JOYMOUSE) i = 3; m[i].value = 1; i1 = newmenu_do1(NULL, TXT_CONTROLS, nitems, m, input_menuset, i1); PlayerCfg.JoystickSensitivityX = m[10].value; PlayerCfg.JoystickSensitivityY = m[11].value; PlayerCfg.JoystickDeadzone = m[12].value; PlayerCfg.MouseSensitivityX = m[15].value; PlayerCfg.MouseSensitivityY = m[16].value; for (j = 0; j <= 3; j++) if (m[j].value) PlayerCfg.ControlType = j; i = PlayerCfg.ControlType; if (PlayerCfg.ControlType == 2) PlayerCfg.ControlType = CONTROL_MOUSE; if (PlayerCfg.ControlType == 3) PlayerCfg.ControlType = CONTROL_JOYMOUSE; switch (i1) { case 5: kconfig(i, m[i].text); break; case 6: kconfig(0, "KEYBOARD"); break; case 7: kconfig(4, "WEAPON KEYS"); break; } } while (i1>-1); } void do_graphics_menu() { newmenu_item m[9]; int i = 0, j = 0; do { m[0].type = NM_TYPE_TEXT; m[0].text="Texture Filtering:"; m[1].type = NM_TYPE_RADIO; m[1].text = "None (Classical)"; m[1].value = 0; m[1].group = 0; m[2].type = NM_TYPE_RADIO; m[2].text = "Bilinear"; m[2].value = 0; m[2].group = 0; m[3].type = NM_TYPE_RADIO; m[3].text = "Trilinear"; m[3].value = 0; m[3].group = 0; m[4].type = NM_TYPE_TEXT; m[4].text=""; m[5].type = NM_TYPE_CHECK; m[5].text="Transparency Effects"; m[5].value = PlayerCfg.OglAlphaEffects; m[6].type = NM_TYPE_CHECK; m[6].text="Vectorial Reticle"; m[6].value = PlayerCfg.OglReticle; m[7].type = NM_TYPE_CHECK; m[7].text="VSync"; m[7].value = GameCfg.VSync; m[8].type = NM_TYPE_CHECK; m[8].text="4x multisampling"; m[8].value = GameCfg.Multisample; m[GameCfg.TexFilt+1].value=1; i = newmenu_do1( NULL, "Graphics Options", sizeof(m)/sizeof(*m), m, NULL, i ); if (GameCfg.VSync != m[7].value || GameCfg.Multisample != m[8].value) nm_messagebox( NULL, 1, TXT_OK, "To apply VSync or 4x Multisample\nyou need to restart the program"); for (j = 0; j <= 2; j++) if (m[j+1].value) GameCfg.TexFilt = j; PlayerCfg.OglAlphaEffects = m[5].value; PlayerCfg.OglReticle = m[6].value; GameCfg.VSync = m[7].value; GameCfg.Multisample = m[8].value; gr_set_attributes(); } while( i>-1 ); } void set_redbook_volume(int volume); void sound_menuset(int nitems, newmenu_item * items, int *last_key, int citem ) { nitems=nitems; *last_key = *last_key; if ( GameCfg.DigiVolume != items[0].value ) { GameCfg.DigiVolume = items[0].value; digi_set_digi_volume( (GameCfg.DigiVolume*32768)/8 ); digi_play_sample_once( SOUND_DROP_BOMB, F1_0 ); } if (GameCfg.MusicVolume != items[1].value ) { GameCfg.MusicVolume = items[1].value; if (GameCfg.SndEnableRedbook) set_redbook_volume(GameCfg.MusicVolume); else digi_set_midi_volume( (GameCfg.MusicVolume*128)/8 ); } citem++; //kill warning } void do_sound_menu() { #ifdef USE_SDLMIXER newmenu_item m[9]; #else newmenu_item m[6]; #endif int i = 0; int nitems; do { if (GameCfg.SndEnableRedbook && GameCfg.JukeboxOn) GameCfg.JukeboxOn = 0; nitems = 0; m[nitems].type = NM_TYPE_SLIDER; m[nitems].text=TXT_FX_VOLUME; m[nitems].value=GameCfg.DigiVolume; m[nitems].min_value=0; m[nitems++].max_value=8; m[nitems].type = NM_TYPE_SLIDER; m[nitems].text="music volume"; m[nitems].value=GameCfg.MusicVolume; m[nitems].min_value=0; m[nitems++].max_value=8; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text=""; m[nitems].type = NM_TYPE_RADIO; m[nitems].text = "MIDI Music enabled (default)"; m[nitems].value = (!GameCfg.SndEnableRedbook && !GameCfg.JukeboxOn); m[nitems].group = 0; nitems++; m[nitems].type = NM_TYPE_RADIO; m[nitems].text="CD Music enabled"; m[nitems].value=GameCfg.SndEnableRedbook; m[nitems].group = 0; nitems++; #ifdef USE_SDLMIXER m[nitems].type = NM_TYPE_RADIO; m[nitems].text="jukebox enabled in game"; m[nitems].value=GameCfg.JukeboxOn; m[nitems].group = 0; nitems++; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text="path to music for jukebox:"; m[nitems].type = NM_TYPE_INPUT; m[nitems].text = GameCfg.JukeboxPath; m[nitems++].text_len = PATH_MAX; #endif m[nitems].type = NM_TYPE_CHECK; m[nitems].text=TXT_REVERSE_STEREO; m[nitems++].value=GameCfg.ReverseStereo; i = newmenu_do1( NULL, "Sound Effects & Music", nitems, m, sound_menuset, i ); GameCfg.ReverseStereo = m[nitems - 1].value; if ((GameCfg.SndEnableRedbook != m[4].value) #ifdef USE_SDLMIXER || (GameCfg.JukeboxOn != m[5].value) || (GameCfg.JukeboxOn) #endif ) { int restart_menu_music = GameCfg.SndEnableRedbook != m[4].value; GameCfg.SndEnableRedbook = m[4].value; #ifdef USE_SDLMIXER GameCfg.JukeboxOn = m[5].value; #endif if (Function_mode == FMODE_GAME) songs_play_level_song( Current_level_num ); else if (restart_menu_music) songs_play_song(SONG_TITLE, 1); } } while( i>-1 ); } void options_menuset(int nitems, newmenu_item * items, int *last_key, int citem ) { nitems=nitems; *last_key = *last_key; if ( citem==4) { gr_palette_set_gamma(items[4].value); } } #define ADD_CHECK(n,txt,v) do { m[n].type=NM_TYPE_CHECK; m[n].text=txt; m[n].value=v;} while (0) void do_misc_menu() { newmenu_item m[4]; int i = 0; do { ADD_CHECK(0, "Ship auto-leveling", PlayerCfg.AutoLeveling); ADD_CHECK(1, "Show reticle", PlayerCfg.ReticleOn); ADD_CHECK(2, "Persistent Debris",PlayerCfg.PersistentDebris); ADD_CHECK(3, "Screenshots w/o HUD",PlayerCfg.PRShot); i = newmenu_do1( NULL, "Misc Options", sizeof(m)/sizeof(*m), m, NULL, i ); PlayerCfg.AutoLeveling = m[0].value; PlayerCfg.ReticleOn = m[1].value; PlayerCfg.PersistentDebris = m[2].value; PlayerCfg.PRShot = m[3].value; } while( i>-1 ); } #ifdef NETWORK void do_multi_player_menu() { int menu_choice[9]; newmenu_item m[9]; int choice = 0, num_options = 0; int old_game_mode; do { old_game_mode = Game_mode; num_options = 0; #ifdef HAVE_NETIPX_IPX_H ADD_ITEM("Start IPX Netgame", MENU_START_IPX_NETGAME, -1); ADD_ITEM("Join IPX Netgame\n", MENU_JOIN_IPX_NETGAME, -1); #endif //HAVE_NETIPX_IPX_H ADD_ITEM("Browse UDP/IP Netgames", MENU_BROWSE_UDP_NETGAME, -1); ADD_ITEM("Start UDP/IP Netgame", MENU_START_UDP_NETGAME, -1); ADD_ITEM("Join UDP/IP Netgame\n", MENU_JOIN_UDP_NETGAME, -1); #ifdef __LINUX__ ADD_ITEM("Start Kali Netgame", MENU_START_KALI_NETGAME, -1); ADD_ITEM("Join Kali Netgame", MENU_JOIN_KALI_NETGAME, -1); #endif // __LINUX__ choice = newmenu_do1( NULL, TXT_MULTIPLAYER, num_options, m, NULL, choice ); if ( choice > -1 ) do_option(menu_choice[choice]); if (old_game_mode != Game_mode) break; // leave menu } while( choice > -1 ); } int UDPConnectManual(char *addr); void do_ip_manual_join_menu() { int menu_choice[3]; newmenu_item m[3]; int choice = 0, num_options = 0, j = 0; int old_game_mode; char buf[128]=""; if (*GameCfg.MplIpHostAddr) { sprintf(buf,"%s",GameCfg.MplIpHostAddr); for (j=0; buf[j] != '\0'; j++) { switch (buf[j]) { case ' ': buf[j] = '\0'; } } } if (*GameArg.MplIpHostAddr) { sprintf(buf,"%s",GameArg.MplIpHostAddr); for (j=0; buf[j] != '\0'; j++) { switch (buf[j]) { case ' ': buf[j] = '\0'; } } } do { old_game_mode = Game_mode; num_options = 0; m[num_options].type = NM_TYPE_INPUT; m[num_options].text=buf; m[num_options].text_len=128;menu_choice[num_options]=-1; num_options++; choice = newmenu_do1( NULL, "ENTER IP OR HOSTNAME", num_options, m, NULL, choice ); if ( choice > -1 ){ UDPConnectManual(buf); } if (old_game_mode != Game_mode) { strncpy(GameCfg.MplIpHostAddr, buf, 128); break; // leave menu } } while( choice > -1 ); } #endif void do_options_menu() { newmenu_item m[11]; int i = 0; do { m[ 0].type = NM_TYPE_MENU; m[ 0].text="Sound effects & music..."; m[ 1].type = NM_TYPE_TEXT; m[ 1].text=""; m[ 2].type = NM_TYPE_MENU; m[ 2].text=TXT_CONTROLS_; m[ 3].type = NM_TYPE_TEXT; m[ 3].text=""; m[ 4].type = NM_TYPE_SLIDER; m[ 4].text = TXT_BRIGHTNESS; m[ 4].value = gr_palette_get_gamma(); m[ 4].min_value = 0; m[ 4].max_value = 16; m[ 5].type = NM_TYPE_MENU; m[ 5].text="Screen resolution..."; #ifdef OGL m[ 6].type = NM_TYPE_MENU; m[ 6].text="Graphics Options..."; #else m[ 6].type = NM_TYPE_TEXT; m[ 6].text=""; #endif m[ 7].type = NM_TYPE_TEXT; m[ 7].text=""; m[ 8].type = NM_TYPE_MENU; m[ 8].text="Primary autoselect ordering..."; m[ 9].type = NM_TYPE_MENU; m[ 9].text="Secondary autoselect ordering..."; m[10].type = NM_TYPE_MENU; m[10].text="Misc Options..."; i = newmenu_do1( NULL, TXT_OPTIONS, sizeof(m)/sizeof(*m), m, options_menuset, i ); switch(i) { case 0: do_sound_menu(); break; case 2: input_config(); break; case 5: change_res(); break; case 6: do_graphics_menu(); break; case 8: ReorderPrimary(); break; case 9: ReorderSecondary(); break; case 10: do_misc_menu(); break; } } while( i>-1 ); write_player_file(); }