498 lines
13 KiB
C++
498 lines
13 KiB
C++
/*
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This file is part of Warzone 2100.
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Copyright (C) 1999-2004 Eidos Interactive
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Copyright (C) 2005-2013 Warzone 2100 Project
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Warzone 2100 is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Warzone 2100 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. See the
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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 Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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/**
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* @file ingameop.c
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* Ingame options screen.
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* Pumpkin Studios. 98
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*/
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#include <string.h>
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#include "lib/framework/frame.h"
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#include "lib/framework/wzapp.h"
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#include "lib/framework/strres.h"
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#include "lib/widget/widget.h"
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#include "lib/netplay/netplay.h"
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#include "lib/ivis_opengl/piestate.h" // for getrendertype
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#include "lib/sound/audio.h" // for sound.
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#include "lib/sound/cdaudio.h"
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#include "lib/sound/mixer.h"
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#include "display3d.h"
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#include "intdisplay.h"
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#include "hci.h" // for wFont def.& intmode.
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#include "loop.h"
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#include "lib/framework/cursors.h"
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#include "frontend.h" // for textdisplay function
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#include "loadsave.h" // for textdisplay function
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#include "console.h" // to add console message
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#include "scriptextern.h" // for tutorial
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#include "keybind.h"
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#include "multiplay.h"
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#include "ingameop.h"
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#include "mission.h"
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#include "transporter.h"
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#include "main.h"
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#include "warzoneconfig.h"
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bool InGameOpUp = false;
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bool isInGamePopupUp = false;
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// ////////////////////////////////////////////////////////////////////////////
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// functions
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// ////////////////////////////////////////////////////////////////////////////
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static bool addIGTextButton(UDWORD id, UWORD x, UWORD y, UWORD width, const char *string, UDWORD Style)
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{
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W_BUTINIT sButInit;
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//resume
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sButInit.formID = INTINGAMEOP;
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sButInit.id = id;
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sButInit.style = Style;
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sButInit.x = x;
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sButInit.y = y;
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sButInit.width = width;
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sButInit.height = INTINGAMEOP_OP_H;
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sButInit.pDisplay = displayTextOption;
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sButInit.pText = string;
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widgAddButton(psWScreen, &sButInit);
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return true;
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}
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static bool addQuitOptions(void)
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{
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if (widgGetFromID(psWScreen,INTINGAMEOP))
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{
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widgDelete(psWScreen, INTINGAMEOP); // get rid of the old stuff.
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}
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if (widgGetFromID(psWScreen,INTINGAMEPOPUP))
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{
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widgDelete(psWScreen, INTINGAMEPOPUP); // get rid of the old stuff.
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}
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WIDGET *parent = psWScreen->psForm;
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// add form
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IntFormAnimated *inGameOp = new IntFormAnimated(parent);
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inGameOp->id = INTINGAMEOP;
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inGameOp->setGeometry(INTINGAMEOP3_X, INTINGAMEOP3_Y, INTINGAMEOP3_W, INTINGAMEOP3_H);
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addIGTextButton(INTINGAMEOP_RESUME, INTINGAMEOP_1_X, INTINGAMEOP_1_Y, INTINGAMEOP_OP_W, _("Resume Game"), OPALIGN);
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addIGTextButton(INTINGAMEOP_QUIT_CONFIRM, INTINGAMEOP_1_X, INTINGAMEOP_2_Y, INTINGAMEOP_OP_W, _("Quit"), OPALIGN);
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if (NetPlay.isHost && bMultiPlayer && NetPlay.bComms) // only show for real MP games
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{
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IntFormAnimated *inGamePopup = new IntFormAnimated(parent);
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inGamePopup->id = INTINGAMEOP;
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inGamePopup->setGeometry(600, 26, 20 + D_W, 130);
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W_BUTINIT sButInit;
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sButInit.formID = INTINGAMEPOPUP;
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sButInit.style = OPALIGN;
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sButInit.width = 600;
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sButInit.height = 10;
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sButInit.x = 0;
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sButInit.y = 8;
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sButInit.pDisplay = displayTextOption;
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sButInit.id = INTINGAMEOP_POPUP_MSG3;
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sButInit.pText = _("WARNING: You're the host. If you quit, the game ends for everyone!");
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widgAddButton(psWScreen, &sButInit);
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}
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return true;
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}
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static bool addSlideOptions(void)
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{
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if (widgGetFromID(psWScreen,INTINGAMEOP))
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{
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widgDelete(psWScreen, INTINGAMEOP); // get rid of the old stuff.
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}
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WIDGET *parent = psWScreen->psForm;
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// add form
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IntFormAnimated *ingameOp = new IntFormAnimated(parent);
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ingameOp->id = INTINGAMEOP;
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ingameOp->setGeometry(INTINGAMEOP2_X, INTINGAMEOP2_Y, INTINGAMEOP2_W, INTINGAMEOP2_H);
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// fx vol
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addIGTextButton(INTINGAMEOP_FXVOL, INTINGAMEOP_2_X, INTINGAMEOP_1_Y, INTINGAMEOP_OP_W, _("Voice Volume"), WBUT_PLAIN);
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addFESlider(INTINGAMEOP_FXVOL_S, INTINGAMEOP, INTINGAMEOP_MID, INTINGAMEOP_1_Y-5,
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AUDIO_VOL_MAX, (int)(sound_GetUIVolume() * 100.0));
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// fx vol
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addIGTextButton(INTINGAMEOP_3DFXVOL, INTINGAMEOP_2_X, INTINGAMEOP_2_Y, INTINGAMEOP_OP_W, _("FX Volume"), WBUT_PLAIN);
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addFESlider(INTINGAMEOP_3DFXVOL_S, INTINGAMEOP, INTINGAMEOP_MID, INTINGAMEOP_2_Y-5,
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AUDIO_VOL_MAX, (int)(sound_GetEffectsVolume() * 100.0));
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// cd vol
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addIGTextButton(INTINGAMEOP_CDVOL, INTINGAMEOP_2_X, INTINGAMEOP_3_Y, INTINGAMEOP_OP_W, _("Music Volume"), WBUT_PLAIN);
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addFESlider(INTINGAMEOP_CDVOL_S, INTINGAMEOP, INTINGAMEOP_MID, INTINGAMEOP_3_Y-5,
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AUDIO_VOL_MAX, (int)(sound_GetMusicVolume() * 100));
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#ifdef DEBUG
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// Tactical UI: Target Origin
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if(tuiTargetOrigin)
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{
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addIGTextButton(INTINGAMEOP_TUI_TARGET_ORIGIN_SW, INTINGAMEOP_2_X, INTINGAMEOP_4_Y, INTINGAMEOP_SW_W,
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_("Tactical UI (Target Origin Icon): Show"), WBUT_PLAIN);
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}
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else
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{
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addIGTextButton(INTINGAMEOP_TUI_TARGET_ORIGIN_SW, INTINGAMEOP_2_X, INTINGAMEOP_4_Y, INTINGAMEOP_SW_W,
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_("Tactical UI (Target Origin Icon): Hide"), WBUT_PLAIN);
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}
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#endif
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addIGTextButton(INTINGAMEOP_RESUME, INTINGAMEOP_1_X, INTINGAMEOP_5_Y, INTINGAMEOP_SW_W, _("Resume Game"), OPALIGN);
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return true;
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}
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// ////////////////////////////////////////////////////////////////////////////
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static bool _intAddInGameOptions(void)
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{
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audio_StopAll();
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//clear out any mission widgets - timers etc that may be on the screen
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clearMissionWidgets();
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setWidgetsStatus(true);
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//if already open, then close!
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if (widgGetFromID(psWScreen,INTINGAMEOP))
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{
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intCloseInGameOptions(false, true);
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return true;
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}
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intResetScreen(false);
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// Pause the game.
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if(!gamePaused())
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{
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kf_TogglePauseMode();
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}
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WIDGET *parent = psWScreen->psForm;
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bool s = (bMultiPlayer && NetPlay.bComms != 0) || bInTutorial;
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// add form
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IntFormAnimated *ingameOp = new IntFormAnimated(parent);
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ingameOp->id = INTINGAMEOP;
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ingameOp->setGeometry(INTINGAMEOP_X, INTINGAMEOP_Y, INTINGAMEOP_W, s? INTINGAMEOP_HS : INTINGAMEOP_H);
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// add 'quit' text
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addIGTextButton(INTINGAMEOP_QUIT, INTINGAMEOP_1_X, s? INTINGAMEOP_3_Y : INTINGAMEOP_5_Y, INTINGAMEOP_OP_W, _("Quit"), OPALIGN);
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// add 'resume'
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addIGTextButton(INTINGAMEOP_RESUME, INTINGAMEOP_1_X, INTINGAMEOP_1_Y, INTINGAMEOP_OP_W, _("Resume Game"), OPALIGN);
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// add 'options'
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addIGTextButton(INTINGAMEOP_OPTIONS, INTINGAMEOP_1_X, INTINGAMEOP_2_Y, INTINGAMEOP_OP_W, _("Audio Options"), OPALIGN);
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if (!s)
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{
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if (!bMultiPlayer)
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{
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// add 'load'
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addIGTextButton(INTINGAMEOP_LOAD_MISSION, INTINGAMEOP_1_X, INTINGAMEOP_3_Y, INTINGAMEOP_OP_W, _("Load Game"), OPALIGN);
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// add 'save'
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addIGTextButton(INTINGAMEOP_SAVE_MISSION, INTINGAMEOP_1_X, INTINGAMEOP_4_Y, INTINGAMEOP_OP_W, _("Save Game"), OPALIGN);
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}
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else
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{
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// add 'load'
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addIGTextButton(INTINGAMEOP_LOAD_SKIRMISH, INTINGAMEOP_1_X, INTINGAMEOP_3_Y, INTINGAMEOP_OP_W, _("Load Game"), OPALIGN);
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// add 'save'
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addIGTextButton(INTINGAMEOP_SAVE_SKIRMISH, INTINGAMEOP_1_X, INTINGAMEOP_4_Y, INTINGAMEOP_OP_W, _("Save Game"), OPALIGN);
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}
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}
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intMode = INT_INGAMEOP; // change interface mode.
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InGameOpUp = true; // inform interface.
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wzSetCursor(CURSOR_DEFAULT);
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return true;
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}
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bool intAddInGameOptions(void)
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{
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sliderEnableDrag(true);
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return _intAddInGameOptions();
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}
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//
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// Quick hack to throw up a ingame 'popup' for when the host drops connection.
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//
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void intAddInGamePopup(void)
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{
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//clear out any mission widgets - timers etc that may be on the screen
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clearMissionWidgets();
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setWidgetsStatus(true);
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intResetScreen(false);
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if (isInGamePopupUp) return;
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audio_StopAll();
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if(!gamePaused())
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{
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kf_TogglePauseMode(); // Pause the game.
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}
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WIDGET *parent = psWScreen->psForm;
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IntFormAnimated *ingamePopup = new IntFormAnimated(parent);
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ingamePopup->id = INTINGAMEPOPUP;
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ingamePopup->setGeometry(600, 160, 20 + D_W, (240 - 160/2) + D_H);
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// add the text "buttons" now
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W_BUTINIT sButInit;
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sButInit.formID = INTINGAMEPOPUP;
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sButInit.style = OPALIGN;
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sButInit.width = 600;
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sButInit.FontID = font_large;
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sButInit.x = 0;
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sButInit.height = 10;
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sButInit.pDisplay = displayTextOption;
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sButInit.id = INTINGAMEOP_POPUP_MSG2;
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sButInit.y = 20;
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sButInit.pText = _("Host has quit the game!");
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widgAddButton(psWScreen, &sButInit);
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sButInit.id = INTINGAMEOP_POPUP_MSG1;
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sButInit.y = 60;
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sButInit.pText = _("The game can't continue without the host.");
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widgAddButton(psWScreen, &sButInit);
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sButInit.id = INTINGAMEOP_POPUP_QUIT;
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sButInit.y = 124;
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sButInit.pText = _("--> QUIT <--");
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widgAddButton(psWScreen, &sButInit);
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intMode = INT_POPUPMSG; // change interface mode.
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isInGamePopupUp = true;
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}
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// ////////////////////////////////////////////////////////////////////////////
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static void ProcessOptionFinished(void)
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{
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intMode = INT_NORMAL;
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//unpause.
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if(gamePaused())
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{
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kf_TogglePauseMode();
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}
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}
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void intCloseInGameOptionsNoAnim(bool bResetMissionWidgets)
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{
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if (NetPlay.isHost)
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{
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widgDelete(psWScreen, INTINGAMEPOPUP);
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}
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widgDelete(psWScreen, INTINGAMEOP);
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InGameOpUp = false;
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ProcessOptionFinished();
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//don't add the widgets if the load/save screen is put up or exiting to front end
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if (bResetMissionWidgets)
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{
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//put any widgets back on for the missions
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resetMissionWidgets();
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}
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}
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// ////////////////////////////////////////////////////////////////////////////
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bool intCloseInGameOptions(bool bPutUpLoadSave, bool bResetMissionWidgets)
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{
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if (NetPlay.isHost)
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{
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widgDelete(psWScreen, INTINGAMEPOPUP);
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}
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if(bPutUpLoadSave)
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{
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WIDGET *widg = widgGetFromID(psWScreen, INTINGAMEOP);
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if(widg)
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{
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widgDelete(psWScreen,INTINGAMEOP);
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}
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InGameOpUp = false;
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}
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else
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{
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// close the form.
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// Start the window close animation.
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IntFormAnimated *form;
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if (isInGamePopupUp) // FIXME: we hijack this routine for the popup close.
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{
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form = (IntFormAnimated *)widgGetFromID(psWScreen, INTINGAMEPOPUP);
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isInGamePopupUp = false;
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}
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else
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{
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form = (IntFormAnimated *)widgGetFromID(psWScreen, INTINGAMEOP);
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}
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if (form)
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{
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form->closeAnimateDelete();
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InGameOpUp = false;
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}
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}
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ProcessOptionFinished();
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//don't add the widgets if the load/save screen is put up or exiting to front end
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if (bResetMissionWidgets)
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{
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//put any widgets back on for the missions
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resetMissionWidgets();
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}
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return true;
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}
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// ////////////////////////////////////////////////////////////////////////////
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// process clicks made by user.
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void intProcessInGameOptions(UDWORD id)
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{
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switch(id)
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{
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// NORMAL KEYS
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case INTINGAMEOP_QUIT: //quit was pressed
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addQuitOptions();
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break;
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case INTINGAMEOP_POPUP_QUIT:
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case INTINGAMEOP_QUIT_CONFIRM: //quit was confirmed.
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intCloseInGameOptions(false, false);
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break;
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case INTINGAMEOP_OPTIONS: //game options was pressed
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addSlideOptions();
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break;
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case INTINGAMEOP_RESUME: //resume was pressed.
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intCloseInGameOptions(false, true);
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break;
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// case INTINGAMEOP_REPLAY:
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// intCloseInGameOptions(true, false);
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// if(0!=strcmp(getLevelName(),"CAM_1A"))
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// {
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// loopMissionState = LMS_LOADGAME;
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// strcpy(saveGameName, "replay/replay.gam");
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// addConsoleMessage(_("GAME SAVED!"), LEFT_JUSTIFY, SYSTEM_MESSAGE);
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// }
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// break;
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case INTINGAMEOP_LOAD_MISSION:
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intCloseInGameOptions(true, false);
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addLoadSave(LOAD_INGAME_MISSION, _("Load Campaign Saved Game")); // change mode when loadsave returns
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break;
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case INTINGAMEOP_LOAD_SKIRMISH:
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intCloseInGameOptions(true, false);
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addLoadSave(LOAD_INGAME_SKIRMISH, _("Load Skirmish Saved Game")); // change mode when loadsave returns
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break;
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case INTINGAMEOP_SAVE_MISSION:
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intCloseInGameOptions(true, false);
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addLoadSave(SAVE_INGAME_MISSION, _("Save Campaign Game"));
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break;
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case INTINGAMEOP_SAVE_SKIRMISH:
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intCloseInGameOptions(true, false);
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addLoadSave(SAVE_INGAME_SKIRMISH, _("Save Skirmish Game"));
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// GAME OPTIONS KEYS
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case INTINGAMEOP_FXVOL:
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case INTINGAMEOP_3DFXVOL:
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case INTINGAMEOP_CDVOL:
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break;
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case INTINGAMEOP_FXVOL_S:
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sound_SetUIVolume((float)widgGetSliderPos(psWScreen, INTINGAMEOP_FXVOL_S) / 100.0);
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break;
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case INTINGAMEOP_3DFXVOL_S:
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sound_SetEffectsVolume((float)widgGetSliderPos(psWScreen, INTINGAMEOP_3DFXVOL_S) / 100.0);
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break;
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case INTINGAMEOP_CDVOL_S:
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sound_SetMusicVolume((float)widgGetSliderPos(psWScreen, INTINGAMEOP_CDVOL_S) / 100.0);
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break;
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case INTINGAMEOP_TUI_TARGET_ORIGIN_SW:
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tuiTargetOrigin = !tuiTargetOrigin;
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if(tuiTargetOrigin)
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{
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widgSetString(psWScreen, INTINGAMEOP_TUI_TARGET_ORIGIN_SW, _("Tactical UI (Target Origin Icon): Show"));
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}
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else
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{
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widgSetString(psWScreen, INTINGAMEOP_TUI_TARGET_ORIGIN_SW, _("Tactical UI (Target Origin Icon): Hide"));
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}
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break;
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default:
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break;
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}
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}
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