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📄 m_menu.c

📁 doom游戏
💻 C
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// 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.
//
//-----------------------------------------------------------------------------

static const char
rcsid[] = "$Id: m_menu.c,v 1.7 1997/02/03 22:45:10 b1 Exp $";

#include <stdio.h>
#include <ctype.h>

#include "m_swap.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 "s_sound.h"

#include "doomstat.h"

// Data.
#include "sounds.h"

#include "m_menu.h"



extern 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;
	

// 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;			
} ATTRIBUTE_PACKED 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
} ATTRIBUTE_PACKED 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);
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,
    scrnsize,
    option_empty1,
    mousesens,
    option_empty2,
    soundvol,
    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'},
    {2,"M_SCRNSZ",	M_SizeDisplay,'s'},
    {-1,"",0},
    {2,"M_MSENS",	M_ChangeSensitivity,'m'},
    {-1,"",0},
    {1,"M_SVOL",	M_Sound,'s'}
};

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
};

//
// SOUND VOLUME MENU
//
enum
{
    sfx_vol,
    sfx_empty1,
    music_vol,
    sfx_empty2,
    sound_end
} sound_e;

menuitem_t SoundMenu[]=
{
    {2,"M_SFXVOL",M_SfxVol,'s'},
    {-1,"",0},
    {2,"M_MUSVOL",M_MusicVol,'m'},
    {-1,"",0}
};

menu_t  SoundDef =
{
    sound_end,
    &OptionsDef,
    SoundMenu,
    M_DrawSound,
    80,64,
    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)
{
    FILE           *handle;
    int             count;
    int             i;
    char    name[256];
	
    for (i = 0;i < load_end;i++)
    {
	sprintf(name,SAVEGAMENAME"%d.dsg",i);

	handle = fopen (name, "r");
	if (handle == NULL)
	{
	    strcpy(&savegamestrings[i][0],EMPTYSTRING);
	    LoadMenu[i].status = 0;
	    continue;
	}
	count = fread (&savegamestrings[i], 1, SAVESTRINGSIZE, handle);
	fclose (handle);
	LoadMenu[i].status = 1;
    }
}


//
// M_LoadGame & Cie.
//
void M_DrawLoad(void)
{
    int             i;
	
    V_DrawPatchDirect (72,28,0,W_CacheLumpName("M_LOADG",PU_CACHE));
    for (i = 0;i < load_end; i++)
    {
	M_DrawSaveLoadBorder(LoadDef.x,LoadDef.y+LINEHEIGHT*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             i;
	
    V_DrawPatchDirect (x-8,y+7,0,W_CacheLumpName("M_LSLEFT",PU_CACHE));
	
    for (i = 0;i < 24;i++)
    {
	V_DrawPatchDirect (x,y+7,0,W_CacheLumpName("M_LSCNTR",PU_CACHE));
	x += 8;
    }

    V_DrawPatchDirect (x,y+7,0,W_CacheLumpName("M_LSRGHT",PU_CACHE));
}



//
// User wants to load this game
//
void M_LoadSelect(int choice)
{
    char    name[256];
	
    if (M_CheckParm("-cdrom"))
	sprintf(name,"c:\\doomdata\\"SAVEGAMENAME"%d.dsg",choice);
    else
	sprintf(name,SAVEGAMENAME"%d.dsg",choice);
    G_LoadGame (name);
    M_ClearMenus ();
}

//
// Selected from DOOM menu
//
void M_LoadGame (int 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_CacheLumpName("M_SAVEG",PU_CACHE));
    for (i = 0;i < load_end; i++)
    {
	M_DrawSaveLoadBorder(LoadDef.x,LoadDef.y+LINEHEIGHT*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)

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