dxx-rebirth/main/menu.c

922 lines
26 KiB
C

/*
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 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Inferno main menu.
*
*/
#ifdef HAVE_CONFIG_H
#include <conf.h>
#endif
#include <stdio.h>
#include <string.h>
#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"
#ifdef NETWORK
# include "network.h"
# include "netdrv.h"
# include "multi.h"
#endif
#include "scores.h"
#include "playsave.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 "movie.h"
#include "gamepal.h"
#include "gauges.h"
#include "powerup.h"
#include "strutil.h"
#ifdef EDITOR
#include "editor/editor.h"
#endif
//char *menu_difficulty_text[] = { "Trainee", "Rookie", "Fighter", "Hotshot", "Insane" };
// 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_IPX_NETGAME,
MENU_JOIN_IPX_NETGAME,
MENU_CONFIG,
MENU_REJOIN_NETGAME,
MENU_DIFFICULTY,
MENU_HELP,
MENU_NEW_PLAYER,
MENU_MULTIPLAYER,
MENU_SHOW_CREDITS,
MENU_ORDER_INFO,
MENU_PLAY_SONG,
MENU_START_APPLETALK_NETGAME,
MENU_JOIN_APPLETALK_NETGAME,
MENU_START_UDP_NETGAME,
MENU_JOIN_UDP_NETGAME,
MENU_START_KALI_NETGAME,
MENU_JOIN_KALI_NETGAME,
};
//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)
// Function Prototypes added after LINTING
void do_option(int select);
void do_new_game_menu(void);
#ifdef NETWORK
void do_multi_player_menu(void);
void do_ip_manual_join_menu();
int UDPConnectManual(char *addr);
#endif //NETWORK
extern void newmenu_close();
extern void ReorderPrimary();
extern void ReorderSecondary();
//returns the number of demo files on the disk
int newdemo_count_demos();
// ------------------------------------------------------------------------
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(25) < curtime || GameArg.SysAutoDemo )
{
int n_demos;
n_demos = newdemo_count_demos();
try_again:;
if (((d_rand() % (n_demos+1)) == 0) && !GameArg.SysAutoDemo)
{
#ifndef SHAREWARE
#ifdef OGL
Screen_mode = -1;
#endif
PlayMovie("intro.mve",0);
songs_play_song(SONG_TITLE,1);
*last_key = -3; //exit menu to force redraw even if not going to game mode. -3 tells menu system not to restore
set_screen_mode(SCREEN_MENU);
#endif // end of ifndef shareware
}
else
{
WIN(HideCursorW());
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 = -3; //exit menu to get into game mode. -3 tells menu system not to restore
}
else
goto try_again; //keep trying until we get a demo that works
}
}
}
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;
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);
if (cfexist("orderd2.pcx")) /* SHAREWARE */
ADD_ITEM(TXT_ORDERING_INFO,MENU_ORDER_INFO,-1);
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;
}
load_palette(MENU_PALETTE,0,1); //get correct palette
do {
create_main_menu(m, menu_choice, &num_options); // may have to change, eg, maybe selected pilot and no save games.
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, num_options, m, autodemo_menu_check, main_menu_choice, Menu_pcx_name);
if ( main_menu_choice > -1 ) do_option(menu_choice[main_menu_choice]);
} while( Function_mode==FMODE_MENU );
return main_menu_choice;
}
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, 0, NULL);
break;
#ifdef EDITOR
case MENU_EDITOR:
Function_mode = FMODE_EDITOR;
init_cockpit();
break;
#endif
case MENU_VIEW_SCORES:
scores_view(-1);
break;
#if 1 //def 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_NUM_SONGS];
for (i=0;i<Num_songs;i++) {
m[i] = Songs[i].filename;
}
i = newmenu_listbox( "Select Song", Num_songs, m, 1, NULL );
if ( 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 //ifndef RELEASE
#ifdef NETWORK
case MENU_START_IPX_NETGAME:
NetDrvSet(NETPROTO_IPX);
network_start_game();
break;
case MENU_JOIN_IPX_NETGAME:
NetDrvSet(NETPROTO_IPX);
network_join_game();
break;
case MENU_START_KALI_NETGAME:
NetDrvSet(NETPROTO_KALINIX);
network_start_game();
break;
case MENU_JOIN_KALI_NETGAME:
NetDrvSet(NETPROTO_KALINIX);
network_join_game();
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;
}
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);
}
void options_menuset(int nitems, newmenu_item * items, int *last_key, int citem )
{
if ( citem==4)
{
gr_palette_set_gamma(items[4].value);
}
nitems++; //kill warning
last_key++; //kill warning
}
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);
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, 0);
}
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 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 = NM_MAX_TEXT_LEN-1;
#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 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 );
}
#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[8];
int i = 0;
do {
ADD_CHECK(0, "Ship auto-leveling", PlayerCfg.AutoLeveling);
ADD_CHECK(1, "Show reticle", PlayerCfg.ReticleOn);
ADD_CHECK(2, "Missile view", PlayerCfg.MissileViewEnabled);
ADD_CHECK(3, "Headlight on when picked up", PlayerCfg.HeadlightActiveDefault );
ADD_CHECK(4, "Show guided missile in main display", PlayerCfg.GuidedInBigWindow );
ADD_CHECK(5, "Escort robot hot keys",PlayerCfg.EscortHotKeys);
ADD_CHECK(6, "Persistent Debris",PlayerCfg.PersistentDebris);
ADD_CHECK(7, "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.MissileViewEnabled = m[2].value;
PlayerCfg.HeadlightActiveDefault= m[3].value;
PlayerCfg.GuidedInBigWindow = m[4].value;
PlayerCfg.EscortHotKeys = m[5].value;
PlayerCfg.PersistentDebris = m[6].value;
PlayerCfg.PRShot = m[7].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 NATIVE_IPX
ADD_ITEM("Start IPX Netgame", MENU_START_IPX_NETGAME, -1);
ADD_ITEM("Join IPX Netgame\n", MENU_JOIN_IPX_NETGAME, -1);
#endif //NATIVE_IPX
ADD_ITEM("Start UDP/IP Netgame", MENU_START_UDP_NETGAME, -1);
ADD_ITEM("Join UDP/IP Netgame\n", MENU_JOIN_UDP_NETGAME, -1);
#ifdef KALINIX
ADD_ITEM("Start Kali Netgame", MENU_START_KALI_NETGAME, -1);
ADD_ITEM("Join Kali Netgame", MENU_JOIN_KALI_NETGAME, -1);
#endif // KALINIX
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 );
}
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 // NETWORK
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();
}