woof/Source/m_menu.c
Roman Fomin 19d3ab0ae8
add ENDOOM support (from Chocolate Doom) (#184)
* add libtextscreen

* add doomkeys.h

* fix format string warnings

* delete all files unnecessary for ENDOOM

* add ENDOOM support

* show ENDOOM screen in the same window as the game

* add PWADs only option, add comments

* change PWADs->PWAD
2021-11-04 08:54:49 +01:00

6456 lines
171 KiB
C

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id: m_menu.c,v 1.54 1998/05/28 05:27:13 killough Exp $
//
// Copyright (C) 1999 by
// id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
// Copyright(C) 2020-2021 Fabian Greffrath
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
// DESCRIPTION:
// DOOM selection menu, options, episode etc. (aka Big Font menus)
// Sliders and icons. Kinda widget stuff.
// Setup Menus.
// Extended HELP screens.
// Dynamic HELP screen.
//
//-----------------------------------------------------------------------------
#include <fcntl.h>
#include "d_io.h" // haleyjd
#include "doomdef.h"
#include "doomstat.h"
#include "doomtype.h" // [FG] inline
#include "dstrings.h"
#include "d_main.h"
#include "i_system.h"
#include "i_video.h"
#include "v_video.h"
#include "w_wad.h"
#include "r_main.h"
#include "hu_stuff.h"
#include "g_game.h"
#include "s_sound.h"
#include "sounds.h"
#include "m_menu.h"
#include "d_deh.h"
#include "m_misc.h"
#include "m_misc2.h" // [FG] M_StringDuplicate()
#include "p_setup.h" // [FG] maplumpnum
#include "w_wad.h" // [FG] W_IsIWADLump() / W_WadNameForLump()
#include "p_saveg.h" // saveg_compat
#include "m_input.h"
#ifdef _WIN32
#include "../win32/win_fopen.h"
#endif
extern patch_t* hu_font[HU_FONTSIZE];
extern boolean message_dontfuckwithme;
extern boolean chat_on; // in heads-up code
extern int HU_MoveHud(void); // jff 3/9/98 avoid glitch in HUD display
//
// defaulted values
//
int mouseSensitivity_horiz; // has default // killough
int mouseSensitivity_vert; // has default
int showMessages; // Show messages has default, 0 = off, 1 = on
int traditional_menu;
int hide_setup=1; // killough 5/15/98
// Blocky mode, has default, 0 = high, 1 = normal
//int detailLevel; obsolete -- killough
int screenblocks; // has default
int screenSize; // temp for screenblocks (0-9)
int quickSaveSlot; // -1 = no quicksave slot picked!
int messageToPrint; // 1 = message to be printed
char* messageString; // ...and here is the message string!
// message x & y
int messx;
int messy;
int messageLastMenuActive;
boolean messageNeedsInput; // timed message = no input from user
void (*messageRoutine)(int response);
#define SAVESTRINGSIZE 24
// killough 8/15/98: when changes are allowed to sync-critical variables
static int allow_changes(void)
{
return !(demoplayback || demorecording || netgame);
}
int warning_about_changes, print_warning_about_changes;
// 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; // indicates we are in or just left a help screen
boolean menuactive; // The menus are up
#define SKULLXOFF -32
#define LINEHEIGHT 16
char savegamestrings[10][SAVESTRINGSIZE];
//
// MENU TYPEDEFS
//
typedef struct
{
short status; // 0 = no cursor here, 1 = ok, 2 = arrows ok
char name[10];
// choice = menu item #.
// if status = 2,
// choice=0:leftarrow,1:rightarrow
void (*routine)(int choice);
char alphaKey; // hotkey in menu
char *alttext; // [FG] alternative text for missing menu graphics lumps
} 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
int lumps_missing; // [FG] indicate missing menu graphics lumps
} menu_t;
short itemOn; // menu item skull is on (for Big Font menus)
short skullAnimCounter; // skull animation counter
short whichSkull; // which skull to draw (he blinks)
// graphic name of skulls
char skullName[2][/*8*/9] = {"M_SKULL1","M_SKULL2"};
menu_t* currentMenu; // current menudef
// phares 3/30/98
// externs added for setup menus
// [FG] double click acts as "use"
extern int dclick_use;
extern int health_red; // health amount less than which status is red
extern int health_yellow; // health amount less than which status is yellow
extern int health_green; // health amount above is blue, below is green
extern int armor_red; // armor amount less than which status is red
extern int armor_yellow; // armor amount less than which status is yellow
extern int armor_green; // armor amount above is blue, below is green
extern int ammo_red; // ammo percent less than which status is red
extern int ammo_yellow; // ammo percent less is yellow more green
extern int sts_always_red;// status numbers do not change colors
extern int sts_pct_always_gray;// status percents do not change colors
extern int sts_traditional_keys; // display keys the traditional way
extern int mapcolor_back; // map background
extern int mapcolor_grid; // grid lines color
extern int mapcolor_wall; // normal 1s wall color
extern int mapcolor_fchg; // line at floor height change color
extern int mapcolor_cchg; // line at ceiling height change color
extern int mapcolor_clsd; // line at sector with floor=ceiling color
extern int mapcolor_rkey; // red key color
extern int mapcolor_bkey; // blue key color
extern int mapcolor_ykey; // yellow key color
extern int mapcolor_rdor; // red door color (diff from keys to allow option)
extern int mapcolor_bdor; // blue door color (of enabling one but not other )
extern int mapcolor_ydor; // yellow door color
extern int mapcolor_tele; // teleporter line color
extern int mapcolor_secr; // secret sector boundary color
extern int mapcolor_exit; // jff 4/23/98 exit line
extern int mapcolor_unsn; // computer map unseen line color
extern int mapcolor_flat; // line with no floor/ceiling changes
extern int mapcolor_sprt; // general sprite color
extern int mapcolor_hair; // crosshair color
extern int mapcolor_sngl; // single player arrow color
extern int mapcolor_plyr[4];// colors for player arrows in multiplayer
extern int mapcolor_frnd; // friends colors // killough 8/8/98
extern int map_point_coordinates; // killough 10/98
extern char* chat_macros[]; // chat macros
extern char *wad_files[], *deh_files[]; // killough 10/98
extern const char* shiftxform;
extern int map_secret_after; //secrets do not appear til after bagged
extern default_t defaults[];
// end of externs added for setup menus
//
// 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); unused -- killough */
void M_SizeDisplay(int choice);
void M_StartGame(int choice);
void M_Sound(int choice);
void M_Mouse(int choice, int *sens); /* killough */
void M_MouseVert(int choice);
void M_MouseHoriz(int choice);
void M_ControllerTurn(int choice);
void M_DrawMouse(void);
void M_FinishReadThis(int choice);
void M_FinishHelp(int choice); // killough 10/98
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_DrawSetup(void); // phares 3/21/98
void M_DrawHelp (void); // phares 5/04/98
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_StartMessage(char *string,void *routine,boolean input);
void M_StopMessage(void);
void M_ClearMenus (void);
// phares 3/30/98
// prototypes added to support Setup Menus and Extended HELP screens
int M_GetKeyString(int,int);
void M_Setup(int choice);
void M_KeyBindings(int choice);
void M_Weapons(int);
void M_StatusBar(int);
void M_Automap(int);
void M_Enemy(int);
void M_Messages(int);
void M_ChatStrings(int);
void M_InitExtendedHelp(void);
void M_ExtHelpNextScreen(int);
void M_ExtHelp(int);
int M_GetPixelWidth(char*);
void M_DrawKeybnd(void);
void M_DrawWeapons(void);
void M_DrawMenuString(int,int,int);
void M_DrawStatusHUD(void);
void M_DrawExtHelp(void);
void M_DrawAutoMap(void);
void M_DrawEnemy(void);
void M_DrawMessages(void);
void M_DrawChatStrings(void);
void M_Compat(int); // killough 10/98
void M_General(int); // killough 10/98
void M_DrawCompat(void); // killough 10/98
void M_DrawGeneral(void); // killough 10/98
// cph 2006/08/06 - M_DrawString() is the old M_DrawMenuString, except that it is not tied to menu_buffer
void M_DrawString(int,int,int,const char*);
// [FG] alternative text for missing menu graphics lumps
void M_DrawTitle(int x, int y, const char *patch, char *alttext);
menu_t NewDef; // phares 5/04/98
// end of prototypes added to support Setup Menus and Extended HELP screens
/////////////////////////////////////////////////////////////////////////////
//
// DOOM MENUS
//
/////////////////////////////
//
// MAIN MENU
//
// main_e provides numerical values for which Big Font screen you're on
enum
{
newgame = 0,
loadgame,
savegame,
options,
readthis,
quitdoom,
main_end
} main_e;
//
// MainMenu is the definition of what the main menu Screen should look
// like. Each entry shows that the cursor can land on each item (1), the
// built-in graphic lump (i.e. "M_NGAME") that should be displayed,
// the program which takes over when an item is selected, and the hotkey
// associated with the item.
//
menuitem_t MainMenu[]=
{
{1,"M_NGAME", M_NewGame, 'n'},
{1,"M_LOADG", M_LoadGame,'l'},
{1,"M_SAVEG", M_SaveGame,'s'},
{1,"M_OPTION",M_Options, 'o'},
// Another hickup with Special edition.
{1,"M_RDTHIS",M_ReadThis,'r'},
{1,"M_QUITG", M_QuitDOOM,'q'}
};
menu_t MainDef =
{
main_end, // number of menu items
NULL, // previous menu screen
MainMenu, // table that defines menu items
M_DrawMainMenu, // drawing routine
97,64, // initial cursor position
0 // last menu item the user was on
};
//
// M_DrawMainMenu
//
void M_DrawMainMenu(void)
{
// [crispy] force status bar refresh
inhelpscreens = true;
V_DrawPatchDirect (94,2,0,W_CacheLumpName("M_DOOM",PU_CACHE));
}
/////////////////////////////
//
// Read This! MENU 1 & 2
//
// There are no menu items on the Read This! screens, so read_e just
// provides a placeholder to maintain structure.
enum
{
rdthsempty1,
read1_end
} read_e;
enum
{
rdthsempty2,
read2_end
} read_e2;
enum // killough 10/98
{
helpempty,
help_end
} help_e;
// The definitions of the Read This! screens
menuitem_t ReadMenu1[] =
{
{1,"",M_ReadThis2,0}
};
menuitem_t ReadMenu2[]=
{
{1,"",M_FinishReadThis,0}
};
menuitem_t HelpMenu[]= // killough 10/98
{
{1,"",M_FinishHelp,0}
};
menu_t ReadDef1 =
{
read1_end,
&MainDef,
ReadMenu1,
M_DrawReadThis1,
330,175,
//280,185, // killough 2/21/98: fix help screens
0
};
menu_t ReadDef2 =
{
read2_end,
&ReadDef1,
ReadMenu2,
M_DrawReadThis2,
330,175,
0
};
menu_t HelpDef = // killough 10/98
{
help_end,
&HelpDef,
HelpMenu,
M_DrawHelp,
330,175,
0
};
//
// M_ReadThis
//
void M_ReadThis(int choice)
{
M_SetupNextMenu(&ReadDef1);
}
void M_ReadThis2(int choice)
{
M_SetupNextMenu(&ReadDef2);
}
void M_FinishReadThis(int choice)
{
M_SetupNextMenu(&MainDef);
}
void M_FinishHelp(int choice) // killough 10/98
{
M_SetupNextMenu(&MainDef);
}
//
// Read This Menus
// Had a "quick hack to fix romero bug"
//
// killough 10/98: updated with new screens
void M_DrawReadThis1(void)
{
inhelpscreens = true;
if (gamemode == shareware)
V_DrawPatchDirect (0,0,0,W_CacheLumpName("HELP2",PU_CACHE));
else
M_DrawCredits();
}
//
// Read This Menus - optional second page.
//
// killough 10/98: updated with new screens
void M_DrawReadThis2(void)
{
inhelpscreens = true;
if (gamemode == shareware)
M_DrawCredits();
else
V_DrawPatchFullScreen (0,W_CacheLumpName("CREDIT",PU_CACHE));
}
/////////////////////////////
//
// EPISODE SELECT
//
//
// episodes_e provides numbers for the episode menu items. The default is
// 4, to accomodate Ultimate Doom. If the user is running anything else,
// this is accounted for in the code.
//
enum
{
ep1,
ep2,
ep3,
ep4,
ep_end
} episodes_e;
// The definitions of the Episodes menu
menuitem_t EpisodeMenu[]= // added a few free entries for UMAPINFO
{
{1,"M_EPI1", M_Episode,'k'},
{1,"M_EPI2", M_Episode,'t'},
{1,"M_EPI3", M_Episode,'i'},
{1,"M_EPI4", M_Episode,'t'},
{1,"", M_Episode,'0'},
{1,"", M_Episode,'0'},
{1,"", M_Episode,'0'},
{1,"", M_Episode,'0'}
};
menu_t EpiDef =
{
ep_end, // # of menu items
&MainDef, // previous menu
EpisodeMenu, // menuitem_t ->
M_DrawEpisode, // drawing routine ->
48,63, // x,y
ep1 // lastOn
};
// This is for customized episode menus
boolean EpiCustom;
short EpiMenuMap[8] = { 1, 1, 1, 1, -1, -1, -1, -1 }, EpiMenuEpi[8] = { 1, 2, 3, 4, -1, -1, -1, -1 };
//
// M_Episode
//
int epiChoice;
void M_ClearEpisodes(void)
{
EpiDef.numitems = 0;
NewDef.prevMenu = &MainDef;
}
void M_AddEpisode(const char *map, const char *gfx, const char *txt, const char *alpha)
{
if (!EpiCustom)
{
EpiCustom = true;
NewDef.prevMenu = &EpiDef;
if (gamemode == commercial)
EpiDef.numitems = 0;
}
{
int epi, mapnum;
if (EpiDef.numitems >= 8)
return;
G_ValidateMapName(map, &epi, &mapnum);
EpiMenuEpi[EpiDef.numitems] = epi;
EpiMenuMap[EpiDef.numitems] = mapnum;
strncpy(EpisodeMenu[EpiDef.numitems].name, gfx, 8);
EpisodeMenu[EpiDef.numitems].name[9] = 0;
EpisodeMenu[EpiDef.numitems].alttext = txt ? strdup(txt) : NULL;
EpisodeMenu[EpiDef.numitems].alphaKey = alpha ? *alpha : 0;
EpiDef.numitems++;
}
if (EpiDef.numitems <= 4)
{
EpiDef.y = 63;
}
else
{
EpiDef.y = 63 - (EpiDef.numitems - 4) * (LINEHEIGHT / 2);
}
}
void M_DrawEpisode(void)
{
// [crispy] force status bar refresh
inhelpscreens = true;
V_DrawPatchDirect (54,EpiDef.y - 25,0,W_CacheLumpName("M_EPISOD",PU_CACHE));
}
void M_Episode(int choice)
{
if (!EpiCustom)
{
if ( (gamemode == shareware) && choice)
{
M_StartMessage(s_SWSTRING,NULL,false); // Ty 03/27/98 - externalized
M_SetupNextMenu(&ReadDef1);
return;
}
// Yet another hack...
if (gamemode == registered && choice > 2)
choice = 0; // killough 8/8/98
}
epiChoice = choice;
M_SetupNextMenu(&NewDef);
}
/////////////////////////////
//
// NEW GAME
//
// numerical values for the New Game menu items
enum
{
killthings,
toorough,
hurtme,
violence,
nightmare,
newg_end
} newgame_e;
// The definitions of the New Game menu
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
};
//
// M_NewGame
//
void M_DrawNewGame(void)
{
// [crispy] force status bar refresh
inhelpscreens = true;
V_DrawPatchDirect (96,14,0,W_CacheLumpName("M_NEWG",PU_CACHE));
V_DrawPatchDirect (54,38,0,W_CacheLumpName("M_SKILL",PU_CACHE));
}
void M_NewGame(int choice)
{
if (netgame && !demoplayback)
{
M_StartMessage(s_NEWGAME,NULL,false); // Ty 03/27/98 - externalized
return;
}
if (demorecording) // killough 5/26/98: exclude during demo recordings
{
M_StartMessage("you can't start a new game\n"
"while recording a demo!\n\n"PRESSKEY,
NULL, false); // killough 5/26/98: not externalized
return;
}
if ( ((gamemode == commercial) && !EpiCustom) || EpiDef.numitems == 0)
M_SetupNextMenu(&NewDef);
else
{
epiChoice = 0;
M_SetupNextMenu(&EpiDef);
}
}
void M_VerifyNightmare(int ch)
{
if (ch != 'y')
return;
//jff 3/24/98 remember last skill selected
// killough 10/98 moved to here
defaultskill = nightmare+1;
G_DeferedInitNew(nightmare,epiChoice+1,1);
M_ClearMenus ();
}
void M_ChooseSkill(int choice)
{
if (choice == nightmare)
{ // Ty 03/27/98 - externalized
M_StartMessage(s_NIGHTMARE,M_VerifyNightmare,true);
return;
}
//jff 3/24/98 remember last skill selected
// killough 10/98 moved to here
defaultskill = choice+1;
if (!EpiCustom)
G_DeferedInitNew(choice,epiChoice+1,1);
else
G_DeferedInitNew(choice, EpiMenuEpi[epiChoice], EpiMenuMap[epiChoice]);
M_ClearMenus ();
}
/////////////////////////////
//
// LOAD GAME MENU
//
// numerical values for the Load Game slots
enum
{
load1,
load2,
load3,
load4,
load5,
load6,
load7, //jff 3/15/98 extend number of slots
load8,
load_end
} load_e;
// The definitions of the Load Game screen
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'},
{1,"", M_LoadSelect,'7'}, //jff 3/15/98 extend number of slots
{1,"", M_LoadSelect,'8'},
};
menu_t LoadDef =
{
load_end,
&MainDef,
LoadMenu,
M_DrawLoad,
80,34, //jff 3/15/98 move menu up
0
};
#define LOADGRAPHIC_Y 8
// [FG] delete a savegame
static boolean delete_verify = false;
static void M_DrawDelVerify(void);
static void M_DeleteGame(int i)
{
char *name = G_SaveGameName(i);
remove(name);
M_ReadSaveStrings();
if (name) (free)(name);
}
//
// M_LoadGame & Cie.
//
void M_DrawLoad(void)
{
int i;
//jff 3/15/98 use symbolic load position
V_DrawPatchDirect (72,LOADGRAPHIC_Y,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]);
}
if (delete_verify)
M_DrawDelVerify();
}
//
// 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 = NULL; // killough 3/22/98
name = G_SaveGameName(choice);
saveg_compat = saveg_woof510;
if (access(name, F_OK) != 0)
{
if (name) (free)(name);
name = G_MBFSaveGameName(choice);
saveg_compat = saveg_mbf;
}
G_LoadGame(name, choice, false); // killough 3/16/98, 5/15/98: add slot, cmd
M_ClearMenus ();
if (name) (free)(name);
}
//
// killough 5/15/98: add forced loadgames
//
static void M_VerifyForcedLoadGame(int ch)
{
if (ch=='y')
G_ForcedLoadGame();
free(messageString); // free the message strdup()'ed below
M_ClearMenus();
}
void M_ForcedLoadGame(const char *msg)
{
M_StartMessage(strdup(msg), M_VerifyForcedLoadGame, true); // free()'d above
}
//
// Selected from DOOM menu
//
void M_LoadGame (int choice)
{
delete_verify = false;
if (netgame && !demoplayback) // killough 5/26/98: add !demoplayback
{
M_StartMessage(s_LOADNET,NULL,false); // Ty 03/27/98 - externalized
return;
}
if (demorecording) // killough 5/26/98: exclude during demo recordings
{
M_StartMessage("you can't load a game\n"
"while recording a demo!\n\n"PRESSKEY,
NULL, false); // killough 5/26/98: not externalized
return;
}
M_SetupNextMenu(&LoadDef);
M_ReadSaveStrings();
}
/////////////////////////////
//
// SAVE GAME MENU
//
// The definitions of the Save Game screen
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'},
{1,"", M_SaveSelect,'7'}, //jff 3/15/98 extend number of slots
{1,"", M_SaveSelect,'8'},
};
menu_t SaveDef =
{
load_end, // same number of slots as the Load Game screen
&MainDef,
SaveMenu,
M_DrawSave,
80,34, //jff 3/15/98 move menu up
0
};
//
// M_ReadSaveStrings
// read the strings from the savegame files
//
void M_ReadSaveStrings(void)
{
int i;
for (i = 0 ; i < load_end ; i++)
{
FILE *fp; // killough 11/98: change to use stdio
char *name = G_SaveGameName(i); // killough 3/22/98
fp = fopen(name,"rb");
if (name) (free)(name);
if (!fp)
{ // Ty 03/27/98 - externalized:
name = G_MBFSaveGameName(i);
fp = fopen(name,"rb");
if (name) (free)(name);
if (!fp)
{
strcpy(&savegamestrings[i][0],s_EMPTYSTRING);
LoadMenu[i].status = 0;
continue;
}
}
// [FG] check return value
if (!fread(&savegamestrings[i], SAVESTRINGSIZE, 1, fp))
{
strcpy(&savegamestrings[i][0],s_EMPTYSTRING);
LoadMenu[i].status = 0;
continue;
}
fclose(fp);
LoadMenu[i].status = 1;
}
}
//
// M_SaveGame & Cie.
//
void M_DrawSave(void)
{
int i;
//jff 3/15/98 use symbolic load position
V_DrawPatchDirect (72,LOADGRAPHIC_Y,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,"_");
}
if (delete_verify)
M_DrawDelVerify();
}
//
// M_Responder calls this when user is finished
//
void M_DoSave(int slot)
{
G_SaveGame (slot,savegamestrings[slot]);
M_ClearMenus ();
// PICK QUICKSAVE SLOT YET?
if (quickSaveSlot == -2)
quickSaveSlot = slot;
}
// [FG] generate a default save slot name when the user saves to an empty slot
static void SetDefaultSaveName (int slot)
{
// map from IWAD or PWAD?
if (W_IsIWADLump(maplumpnum))
{
snprintf(savegamestrings[itemOn], SAVESTRINGSIZE,
"%s", lumpinfo[maplumpnum].name);
}
else
{
char *wadname = M_StringDuplicate(W_WadNameForLump(maplumpnum));
char *ext = strrchr(wadname, '.');
if (ext != NULL)
{
*ext = '\0';
}
snprintf(savegamestrings[itemOn], SAVESTRINGSIZE,
"%s (%s)", lumpinfo[maplumpnum].name,
wadname);
(free)(wadname);
}
M_ForceUppercase(savegamestrings[itemOn]);
}
// [FG] override savegame name if it already starts with a map identifier
static boolean StartsWithMapIdentifier (char *str)
{
M_ForceUppercase(str);
if (strlen(str) >= 4 &&
str[0] == 'E' && isdigit(str[1]) &&
str[2] == 'M' && isdigit(str[3]))
{
return true;
}
if (strlen(str) >= 5 &&
str[0] == 'M' && str[1] == 'A' && str[2] == 'P' &&
isdigit(str[3]) && isdigit(str[4]))
{
return true;
}
return false;
}
//
// User wants to save. Start string input for M_Responder
//
void M_SaveSelect(int choice)
{
// we are going to be intercepting all chars
saveStringEnter = 1;
saveSlot = choice;
strcpy(saveOldString,savegamestrings[choice]);
// [FG] override savegame name if it already starts with a map identifier
if (!strcmp(savegamestrings[choice],s_EMPTYSTRING) || // Ty 03/27/98 - externalized
StartsWithMapIdentifier(savegamestrings[choice]))
{
savegamestrings[choice][0] = 0;
SetDefaultSaveName(choice);
}
saveCharIndex = strlen(savegamestrings[choice]);
}
//
// Selected from DOOM menu
//
void M_SaveGame (int choice)
{
delete_verify = false;
// killough 10/6/98: allow savegames during single-player demo playback
if (!usergame && (!demoplayback || netgame))
{
M_StartMessage(s_SAVEDEAD,NULL,false); // Ty 03/27/98 - externalized
return;
}
if (gamestate != GS_LEVEL)
return;
M_SetupNextMenu(&SaveDef);
M_ReadSaveStrings();
}
/////////////////////////////
//
// OPTIONS MENU
//
// numerical values for the Options menu items
enum
{
general, // killough 10/98
// killough 4/6/98: move setup to be a sub-menu of OPTIONs
setup, // phares 3/21/98
endgame,
messages,
/* detail, obsolete -- killough */
scrnsize,
option_empty1,
mousesens,
/* option_empty2, submenu now -- killough */
soundvol,
opt_end
} options_e;
// The definitions of the Options menu
menuitem_t OptionsMenu[]=
{
// killough 4/6/98: move setup to be a sub-menu of OPTIONs
// [FG] alternative text for missing menu graphics lumps
{1,"M_GENERL", M_General, 'g', "GENERAL"}, // killough 10/98
{1,"M_SETUP", M_Setup, 's', "SETUP"}, // phares 3/21/98
{1,"M_ENDGAM", M_EndGame,'e', "END GAME"},
{1,"M_MESSG", M_ChangeMessages,'m', "MESSAGES:"},
/* {1,"M_DETAIL", M_ChangeDetail,'g'}, unused -- killough */
{2,"M_SCRNSZ", M_SizeDisplay,'s', "SCREEN SIZE"},
{-1,"",0},
{1,"M_MSENS", M_ChangeSensitivity,'m', "MOUSE SENSITIVITY"},
/* {-1,"",0}, replaced with submenu -- killough */
{1,"M_SVOL", M_Sound,'s', "SOUND VOLUME"}
};
menu_t OptionsDef =
{
opt_end,
&MainDef,
OptionsMenu,
M_DrawOptions,
60,37,
0
};
//
// M_Options
//
char detailNames[2][9] = {"M_GDHIGH","M_GDLOW"};
char msgNames[2][9] = {"M_MSGOFF","M_MSGON"};
void M_DrawOptions(void)
{
V_DrawPatchDirect (108,15,0,W_CacheLumpName("M_OPTTTL",PU_CACHE));
/* obsolete -- killough
V_DrawPatchDirect (OptionsDef.x + 175,OptionsDef.y+LINEHEIGHT*detail,0,
W_CacheLumpName(detailNames[detailLevel],PU_CACHE));
*/
// [FG] alternative text for missing menu graphics lumps
if (OptionsDef.lumps_missing > 0)
M_WriteText(OptionsDef.x + M_StringWidth("MESSAGES: "),
OptionsDef.y + LINEHEIGHT*messages + 8-(M_StringHeight("ONOFF")/2),
showMessages ? "ON" : "OFF");
else
if (OptionsDef.lumps_missing == -1)
V_DrawPatchDirect (OptionsDef.x + 120,OptionsDef.y+LINEHEIGHT*messages,0,
W_CacheLumpName(msgNames[showMessages],PU_CACHE));
/* M_DrawThermo(OptionsDef.x,OptionsDef.y+LINEHEIGHT*(mousesens+1),
10,mouseSensitivity); killough */
M_DrawThermo(OptionsDef.x,OptionsDef.y+LINEHEIGHT*(scrnsize+1),
9,screenSize);
}
void M_Options(int choice)
{
M_SetupNextMenu(&OptionsDef);
}
/////////////////////////////
//
// M_QuitDOOM
//
int quitsounds[8] =
{
sfx_pldeth,
sfx_dmpain,
sfx_popain,
sfx_slop,
sfx_telept,
sfx_posit1,
sfx_posit3,
sfx_sgtatk
};
int quitsounds2[8] =
{
sfx_vilact,
sfx_getpow,
sfx_boscub,
sfx_slop,
sfx_skeswg,
sfx_kntdth,
sfx_bspact,
sfx_sgtatk
};
void M_QuitResponse(int ch)
{
extern int snd_card; // killough 10/98
if (ch != 'y')
return;
if ((!netgame || demoplayback) // killough 12/98
&& !nosfxparm && snd_card) // avoid delay if no sound card
{
if (gamemode == commercial)
S_StartSound(NULL,quitsounds2[(gametic>>2)&7]);
else
S_StartSound(NULL,quitsounds[(gametic>>2)&7]);
I_WaitVBL(105);
}
exit(0); // killough
}
void M_QuitDOOM(int choice)
{
static char endstring[160];
// We pick index 0 which is language sensitive,
// or one at random, between 1 and maximum number.
// Ty 03/27/98 - externalized DOSY as a string s_DOSY that's in the sprintf
if (language != english)
sprintf(endstring,"%s\n\n%s",s_DOSY, endmsg[0] );
else // killough 1/18/98: fix endgame message calculation:
sprintf(endstring,"%s\n\n%s", endmsg[gametic%(NUM_QUITMESSAGES-1)+1], s_DOSY);
M_StartMessage(endstring,M_QuitResponse,true);
}
/////////////////////////////
//
// SOUND VOLUME MENU
//
// numerical values for the Sound Volume menu items
// The 'empty' slots are where the sliding scales appear.
enum
{
sfx_vol,
sfx_empty1,
music_vol,
sfx_empty2,
sound_end
} sound_e;
// The definitions of the Sound Volume menu
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
};
//
// Change Sfx & Music volumes
//
void M_DrawSound(void)
{
V_DrawPatchDirect (60,38,0,W_CacheLumpName("M_SVOL",PU_CACHE));
M_DrawThermo(SoundDef.x,SoundDef.y+LINEHEIGHT*(sfx_vol+1),16,snd_SfxVolume);
M_DrawThermo(SoundDef.x,SoundDef.y+LINEHEIGHT*(music_vol+1),16,snd_MusicVolume);
}
void M_Sound(int choice)
{
M_SetupNextMenu(&SoundDef);
}
void M_SfxVol(int choice)
{
switch(choice)
{
case 0:
if (snd_SfxVolume)
snd_SfxVolume--;
break;
case 1:
if (snd_SfxVolume < 15)
snd_SfxVolume++;
break;
}
S_SetSfxVolume(snd_SfxVolume /* *8 */);
}
void M_MusicVol(int choice)
{
switch(choice)
{
case 0:
if (snd_MusicVolume)
snd_MusicVolume--;
break;
case 1:
if (snd_MusicVolume < 15)
snd_MusicVolume++;
break;
}
S_SetMusicVolume(snd_MusicVolume /* *8 */);
}
/////////////////////////////
//
// MOUSE SENSITIVITY MENU -- killough
//
// numerical values for the Mouse Sensitivity menu items
// The 'empty' slots are where the sliding scales appear.
enum
{
mouse_horiz,
mouse_empty1,
mouse_vert,
mouse_empty2,
mouse_contr,
mouse_empty3,
mouse_end
} mouse_e;
// The definitions of the Mouse Sensitivity menu
menuitem_t MouseMenu[]=
{
// [FG] alternative text for missing menu graphics lumps
{2,"M_HORSEN",M_MouseHoriz,'h', "HORIZONTAL"},
{-1,"",0},
{2,"M_VERSEN",M_MouseVert,'v', "VERTICAL"},
{-1,"",0},
{2,"",M_ControllerTurn,'g',"GAMEPAD"},
{-1,"",0}
};
menu_t MouseDef =
{
mouse_end,
&OptionsDef,
MouseMenu,
M_DrawMouse,
60,64,
0
};
// I'm using a scale of 100 since I don't know what's normal -- killough.
#define MOUSE_SENS_MAX 100
extern int axis_turn_sens;
//
// Change Mouse Sensitivities -- killough
//
void M_DrawMouse(void)
{
int mhmx,mvmx; //jff 4/3/98 clamp drawn position to 23 max
V_DrawPatchDirect (60,38,0,W_CacheLumpName("M_MSENS",PU_CACHE));
//jff 4/3/98 clamp horizontal sensitivity display
mhmx = mouseSensitivity_horiz; // >23? 23 : mouseSensitivity_horiz;
M_DrawThermo(MouseDef.x,MouseDef.y+LINEHEIGHT*(mouse_horiz+1),24,mhmx);
//jff 4/3/98 clamp vertical sensitivity display
mvmx = mouseSensitivity_vert; // >23? 23 : mouseSensitivity_vert;
M_DrawThermo(MouseDef.x,MouseDef.y+LINEHEIGHT*(mouse_vert+1),24,mvmx);
M_DrawThermo(MouseDef.x,MouseDef.y+LINEHEIGHT*(mouse_contr+1),24,axis_turn_sens);
}
void M_ChangeSensitivity(int choice)
{
M_SetupNextMenu(&MouseDef); // killough
// switch(choice)
// {
// case 0:
// if (mouseSensitivity)
// mouseSensitivity--;
// break;
// case 1:
// if (mouseSensitivity < 9)
// mouseSensitivity++;
// break;
// }
}
void M_MouseHoriz(int choice)
{
M_Mouse(choice, &mouseSensitivity_horiz);
}
void M_MouseVert(int choice)
{
M_Mouse(choice, &mouseSensitivity_vert);
}
void M_Mouse(int choice, int *sens)
{
switch(choice)
{
case 0:
if (*sens)
--*sens;
break;
case 1:
// if (*sens < 23)
++*sens;
break;
}
}
void M_ControllerTurn(int choice)
{
M_Mouse(choice, &axis_turn_sens);
}
/////////////////////////////
//
// M_QuickSave
//
char tempstring[84]; // [FG] increase
void M_QuickSaveResponse(int ch)
{
if (ch == 'y')
{
M_DoSave(quickSaveSlot);
S_StartSound(NULL,sfx_swtchx);
}
}
void M_QuickSave(void)
{
if (!usergame && (!demoplayback || netgame)) // killough 10/98
{
S_StartSound(NULL,sfx_oof);
return;
}
if (gamestate != GS_LEVEL)
return;
if (quickSaveSlot < 0)
{
M_StartControlPanel();
M_ReadSaveStrings();
M_SetupNextMenu(&SaveDef);
quickSaveSlot = -2; // means to pick a slot now
return;
}
// [FG] fix format string vulnerability
sprintf(tempstring,QSPROMPT,savegamestrings[quickSaveSlot]); // Ty 03/27/98 - externalized
M_StartMessage(tempstring,M_QuickSaveResponse,true);
}
/////////////////////////////
//
// M_QuickLoad
//
void M_QuickLoadResponse(int ch)
{
if (ch == 'y')
{
M_LoadSelect(quickSaveSlot);
S_StartSound(NULL,sfx_swtchx);
}
}
void M_QuickLoad(void)
{
if (netgame && !demoplayback) // killough 5/26/98: add !demoplayback
{
M_StartMessage(s_QLOADNET,NULL,false); // Ty 03/27/98 - externalized
return;
}
if (demorecording) // killough 5/26/98: exclude during demo recordings
{
M_StartMessage("you can't quickload\n"
"while recording a demo!\n\n"PRESSKEY,
NULL, false); // killough 5/26/98: not externalized
return;
}
if (quickSaveSlot < 0)
{
M_StartMessage(s_QSAVESPOT,NULL,false); // Ty 03/27/98 - externalized
return;
}
// [FG] fix format string vulnerability
sprintf(tempstring,QLPROMPT,savegamestrings[quickSaveSlot]); // Ty 03/27/98 - externalized
M_StartMessage(tempstring,M_QuickLoadResponse,true);
}
/////////////////////////////
//
// M_EndGame
//
void M_EndGameResponse(int ch)
{
if (ch != 'y')
return;
// killough 5/26/98: make endgame quit if recording or playing back demo
if (demorecording || singledemo)
G_CheckDemoStatus();
currentMenu->lastOn = itemOn;
M_ClearMenus ();
D_StartTitle ();
}
void M_EndGame(int choice)
{
if (netgame)
{
M_StartMessage(s_NETEND,NULL,false); // Ty 03/27/98 - externalized
return;
}
M_StartMessage(s_ENDGAME,M_EndGameResponse,true); // Ty 03/27/98 - externalized
}
/////////////////////////////
//
// Toggle messages on/off
//
void M_ChangeMessages(int choice)
{
// warning: unused parameter `int choice'
choice = 0;
showMessages = 1 - showMessages;
if (!showMessages)
players[consoleplayer].message = s_MSGOFF; // Ty 03/27/98 - externalized
else
players[consoleplayer].message = s_MSGON ; // Ty 03/27/98 - externalized
message_dontfuckwithme = true;
}
/////////////////////////////
//
// CHANGE DISPLAY SIZE
//
// jff 2/23/98 restored to pre-HUD state
// hud_active controlled soley by F5=key_detail (key_hud)
// hud_displayed is toggled by + or = in fullscreen
// hud_displayed is cleared by -
void M_SizeDisplay(int choice)
{
switch(choice)
{
case 0:
if (screenSize > 0)
{
screenblocks--;
screenSize--;
hud_displayed = 0;
}
break;
case 1:
if (screenSize < 8)
{
screenblocks++;
screenSize++;
}
else
hud_displayed = !hud_displayed;
break;
}
R_SetViewSize (screenblocks /*, detailLevel obsolete -- killough */);
}
//
// End of Original Menus
//
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
//
// SETUP MENU (phares)
//
// We've added a set of Setup Screens from which you can configure a number
// of variables w/o having to restart the game. There are 7 screens:
//
// Key Bindings
// Weapons
// Status Bar / HUD
// Automap
// Enemies
// Messages
// Chat Strings
//
// killough 10/98: added Compatibility and General menus
//
/////////////////////////////
//
// booleans for setup screens
// these tell you what state the setup screens are in, and whether any of
// the overlay screens (automap colors, reset button message) should be
// displayed
boolean setup_active = false; // in one of the setup screens
boolean set_keybnd_active = false; // in key binding setup screens
boolean set_weapon_active = false; // in weapons setup screen
boolean set_status_active = false; // in status bar/hud setup screen
boolean set_auto_active = false; // in automap setup screen
boolean set_enemy_active = false; // in enemies setup screen
boolean set_mess_active = false; // in messages setup screen
boolean set_chat_active = false; // in chat string setup screen
boolean setup_select = false; // changing an item
boolean setup_gather = false; // gathering keys for value
boolean colorbox_active = false; // color palette being shown
boolean default_verify = false; // verify reset defaults decision
boolean set_general_active = false;
boolean set_compat_active = false;
/////////////////////////////
//
// set_menu_itemon is an index that starts at zero, and tells you which
// item on the current screen the cursor is sitting on.
//
// current_setup_menu is a pointer to the current setup menu table.
static int set_menu_itemon; // which setup item is selected? // phares 3/98
setup_menu_t* current_setup_menu; // points to current setup menu table
// [FG] save the setup menu's itemon value in the S_END element's x coordinate
static int M_GetSetupMenuItemOn (void)
{
const setup_menu_t* menu = current_setup_menu;
if (menu)
{
while (!(menu->m_flags & S_END))
menu++;
return menu->m_x;
}
return 0;
}
static void M_SetSetupMenuItemOn (const int x)
{
setup_menu_t* menu = current_setup_menu;
if (menu)
{
while (!(menu->m_flags & S_END))
menu++;
menu->m_x = x;
}
}
/////////////////////////////
//
// The menu_buffer is used to construct strings for display on the screen.
static char menu_buffer[66];
/////////////////////////////
//
// The setup_e enum is used to provide a unique number for each group of Setup
// Screens.
enum
{
set_compat,
set_key_bindings,
set_weapons,
set_statbar,
set_automap,
set_enemy,
set_messages,
set_chatstrings,
set_setup_end
} setup_e;
int setup_screen; // the current setup screen. takes values from setup_e
/////////////////////////////
//
// SetupMenu is the definition of what the main Setup Screen should look
// like. Each entry shows that the cursor can land on each item (1), the
// built-in graphic lump (i.e. "M_KEYBND") that should be displayed,
// the program which takes over when an item is selected, and the hotkey
// associated with the item.
menuitem_t SetupMenu[]=
{
// [FG] alternative text for missing menu graphics lumps
{1,"M_COMPAT",M_Compat, 'p', "DOOM COMPATIBILITY"},
{1,"M_KEYBND",M_KeyBindings,'k', "KEY BINDINGS"},
{1,"M_WEAP" ,M_Weapons, 'w', "WEAPONS"},
{1,"M_STAT" ,M_StatusBar, 's', "STATUS BAR / HUD"},
{1,"M_AUTO" ,M_Automap, 'a', "AUTOMAP"},
{1,"M_ENEM" ,M_Enemy, 'e', "ENEMIES"},
{1,"M_MESS" ,M_Messages, 'm', "MESSAGES"},
{1,"M_CHAT" ,M_ChatStrings,'c', "CHAT STRINGS"},
};
/////////////////////////////
//
// M_DoNothing does just that: nothing. Just a placeholder.
void M_DoNothing(int choice)
{
}
/////////////////////////////
//
// Items needed to satisfy the 'Big Font' menu structures:
//
// the generic_setup_e enum mimics the 'Big Font' menu structures, but
// means nothing to the Setup Menus.
enum
{
generic_setupempty1,
generic_setup_end
} generic_setup_e;
// Generic_Setup is a do-nothing definition that the mainstream Menu code
// can understand, while the Setup Menu code is working. Another placeholder.
menuitem_t Generic_Setup[] =
{
{1,"",M_DoNothing,0}
};
/////////////////////////////
//
// SetupDef is the menu definition that the mainstream Menu code understands.
// This is used by M_Setup (below) to define what is drawn and what is done
// with the main Setup screen.
menu_t SetupDef =
{
set_setup_end, // number of Setup Menu items (Key Bindings, etc.)
&OptionsDef, // menu to return to when BACKSPACE is hit on this menu
SetupMenu, // definition of items to show on the Setup Screen
M_DrawSetup, // program that draws the Setup Screen
59,37, // x,y position of the skull (modified when the skull is
// drawn). The skull is parked on the upper-left corner
// of the Setup screens, since it isn't needed as a cursor
0 // last item the user was on for this menu
};
/////////////////////////////
//
// Here are the definitions of the individual Setup Menu screens. They
// follow the format of the 'Big Font' menu structures. See the comments
// for SetupDef (above) to help understand what each of these says.
menu_t KeybndDef =
{
generic_setup_end,
&SetupDef,
Generic_Setup,
M_DrawKeybnd,
34,5, // skull drawn here
0
};
menu_t WeaponDef =
{
generic_setup_end,
&SetupDef,
Generic_Setup,
M_DrawWeapons,
34,5, // skull drawn here
0
};
menu_t StatusHUDDef =
{
generic_setup_end,
&SetupDef,
Generic_Setup,
M_DrawStatusHUD,
34,5, // skull drawn here
0
};
menu_t AutoMapDef =
{
generic_setup_end,
&SetupDef,
Generic_Setup,
M_DrawAutoMap,
34,5, // skull drawn here
0
};
menu_t EnemyDef = // phares 4/08/98
{
generic_setup_end,
&SetupDef,
Generic_Setup,
M_DrawEnemy,
34,5, // skull drawn here
0
};
menu_t MessageDef = // phares 4/08/98
{
generic_setup_end,
&SetupDef,
Generic_Setup,
M_DrawMessages,
34,5, // skull drawn here
0
};
menu_t ChatStrDef = // phares 4/10/98
{
generic_setup_end,
&SetupDef,
Generic_Setup,
M_DrawChatStrings,
34,5, // skull drawn here
0
};
menu_t GeneralDef = // killough 10/98
{
generic_setup_end,
&OptionsDef,
Generic_Setup,
M_DrawGeneral,
34,5, // skull drawn here
0
};
menu_t CompatDef = // killough 10/98
{
generic_setup_end,
&SetupDef,
Generic_Setup,
M_DrawCompat,
34,5, // skull drawn here
0
};
/////////////////////////////
//
// M_DrawBackground tiles a 64x64 patch over the entire screen, providing the
// background for the Help and Setup screens.
//
// killough 11/98: rewritten to support hires
void M_DrawBackground(char* patchname, byte *back_dest)
{
int x,y;
byte *back_src, *src;
V_MarkRect (0, 0, SCREENWIDTH, SCREENHEIGHT);
src = back_src =
W_CacheLumpNum(firstflat+R_FlatNumForName(patchname),PU_CACHE);
if (hires) // killough 11/98: hires support
#if 0 // this tiles it in hires
for (y = 0 ; y < SCREENHEIGHT*2 ; src = ((++y & 63)<<6) + back_src)
for (x = 0 ; x < SCREENWIDTH*2/64 ; x++)
{
memcpy (back_dest,back_src+((y & 63)<<6),64);
back_dest += 64;
}
#else // while this pixel-doubles it
/*
for (y = 0 ; y < SCREENHEIGHT ; src = ((++y & 63)<<6) + back_src,
back_dest += SCREENWIDTH*2)
for (x = 0 ; x < SCREENWIDTH/64 ; x++)
{
int i = 63;
do
back_dest[i*2] = back_dest[i*2+SCREENWIDTH*2] =
back_dest[i*2+1] = back_dest[i*2+SCREENWIDTH*2+1] = src[i];
while (--i>=0);
back_dest += 128;
}
*/
for (int y = 0; y < SCREENHEIGHT<<1; y++)
for (int x = 0; x < SCREENWIDTH<<1; x += 2)
{
const byte dot = src[(((y>>1)&63)<<6) + ((x>>1)&63)];
*back_dest++ = dot;
*back_dest++ = dot;
}
#endif
else
/*
for (y = 0 ; y < SCREENHEIGHT ; src = ((++y & 63)<<6) + back_src)
for (x = 0 ; x < SCREENWIDTH/64 ; x++)
{
memcpy (back_dest,back_src+((y & 63)<<6),64);
back_dest += 64;
}
*/
for (y = 0; y < SCREENHEIGHT; y++)
for (x = 0; x < SCREENWIDTH; x++)
{
*back_dest++ = src[((y&63)<<6) + (x&63)];
}
}
/////////////////////////////
//
// Draws the Title for the main Setup screen
void M_DrawSetup(void)
{
M_DrawTitle(124,15,"M_SETUP","SETUP");
}
/////////////////////////////
//
// Uses the SetupDef structure to draw the menu items for the main
// Setup screen
void M_Setup(int choice)
{
M_SetupNextMenu(&SetupDef);
}
/////////////////////////////
//
// Data that's used by the Setup screen code
//
// Establish the message colors to be used
#define CR_TITLE CR_GOLD
#define CR_SET CR_GREEN
#define CR_ITEM CR_RED
#define CR_HILITE CR_ORANGE
#define CR_SELECT CR_GRAY
// Data used by the Automap color selection code
#define CHIP_SIZE 7 // size of color block for colored items
#define COLORPALXORIG ((320 - 16*(CHIP_SIZE+1))/2)
#define COLORPALYORIG ((200 - 16*(CHIP_SIZE+1))/2)
#define PAL_BLACK 0
#define PAL_WHITE 4
static byte colorblock[(CHIP_SIZE+4)*(CHIP_SIZE+4)];
// Data used by the Chat String editing code
#define CHAT_STRING_BFR_SIZE 128
// chat strings must fit in this screen space
// killough 10/98: reduced, for more general uses
#define MAXCHATWIDTH 272
int chat_index;
char* chat_string_buffer; // points to new chat strings while editing
/////////////////////////////
//
// phares 4/17/98:
// Added 'Reset to Defaults' Button to Setup Menu screens
// This is a small button that sits in the upper-right-hand corner of
// the first screen for each group. It blinks when selected, thus the
// two patches, which it toggles back and forth.
char ResetButtonName[2][8] = {"M_BUTT1","M_BUTT2"};
/////////////////////////////
//
// phares 4/18/98:
// Consolidate Item drawing code
//
// M_DrawItem draws the description of the provided item (the left-hand
// part). A different color is used for the text depending on whether the
// item is selected or not, or whether it's about to change.
void M_DrawStringDisable(int cx, int cy, const char* ch);
void M_DrawItem(setup_menu_t* s)
{
int x = s->m_x;
int y = s->m_y;
int flags = s->m_flags;
if (flags & S_RESET)
// This item is the reset button
// Draw the 'off' version if this isn't the current menu item
// Draw the blinking version in tune with the blinking skull otherwise
V_DrawPatchDirect(x,y,0,W_CacheLumpName(ResetButtonName
[flags & (S_HILITE|S_SELECT) ?
whichSkull : 0], PU_CACHE));
else // Draw the item string
{
char *p, *t;
int w = 0;
int color =
flags & S_SELECT ? CR_SELECT :
flags & S_HILITE ? CR_HILITE :
flags & (S_TITLE|S_NEXT|S_PREV) ? CR_TITLE : CR_ITEM; // killough 10/98
// killough 10/98:
// Enhance to support multiline text separated by newlines.
// This supports multiline items on horizontally-crowded menus.
for (p = t = strdup(s->m_text); (p = strtok(p,"\n")); y += 8, p = NULL)
{ // killough 10/98: support left-justification:
strcpy(menu_buffer,p);
if (!(flags & S_LEFTJUST))
w = M_GetPixelWidth(menu_buffer) + 4;
if (flags & S_DISABLE)
M_DrawStringDisable(x - w, y, menu_buffer);
else
M_DrawMenuString(x - w, y ,color);
// [FG] print a blinking "arrow" next to the currently highlighted menu item
if (s == current_setup_menu + set_menu_itemon && whichSkull)
{
if (flags & S_DISABLE)
M_DrawStringDisable(x - w - 8, y, ">");
else
M_DrawString(x - w - 8, y, color, ">");
}
}
free(t);
}
}
// If a number item is being changed, allow up to N keystrokes to 'gather'
// the value. Gather_count tells you how many you have so far. The legality
// of what is gathered is determined by the low/high settings for the item.
#define MAXGATHER 5
int gather_count;
char gather_buffer[MAXGATHER+1]; // killough 10/98: make input character-based
/////////////////////////////
//
// phares 4/18/98:
// Consolidate Item Setting drawing code
//
// M_DrawSetting draws the setting of the provided item (the right-hand
// part. It determines the text color based on whether the item is
// selected or being changed. Then, depending on the type of item, it
// displays the appropriate setting value: yes/no, a key binding, a number,
// a paint chip, etc.
void M_DrawSetting(setup_menu_t* s)
{
int x = s->m_x, y = s->m_y, flags = s->m_flags, color;
// Determine color of the text. This may or may not be used
// later, depending on whether the item is a text string or not.
color = flags & S_SELECT ? CR_SELECT : flags & S_HILITE ? CR_HILITE : CR_SET;
// Is the item a YES/NO item?
if (flags & S_YESNO)
{
strcpy(menu_buffer,s->var.def->location->i ? "YES" : "NO");
// [FG] print a blinking "arrow" next to the currently highlighted menu item
if (s == current_setup_menu + set_menu_itemon && whichSkull && !setup_select)
strcat(menu_buffer, " <");
if (flags & S_DISABLE)
M_DrawStringDisable(x,y,menu_buffer);
else
M_DrawMenuString(x,y,color);
return;
}
// Is the item a simple number?
if (flags & S_NUM)
{
// killough 10/98: We must draw differently for items being gathered.
if (flags & (S_HILITE|S_SELECT) && setup_gather)
{
gather_buffer[gather_count] = 0;
strcpy(menu_buffer, gather_buffer);
}
else
sprintf(menu_buffer,"%d",s->var.def->location->i);
// [FG] print a blinking "arrow" next to the currently highlighted menu item
if (s == current_setup_menu + set_menu_itemon && whichSkull && !setup_select)
strcat(menu_buffer, " <");
if (flags & S_DISABLE)
M_DrawStringDisable(x,y,menu_buffer);
else
M_DrawMenuString(x,y,color);
return;
}
// Is the item a key binding?
if (flags & S_INPUT)
{
int i;
int offset = 0;
input_t* input = M_Input(s->ident);
// Draw the input bound to the action
menu_buffer[0] = '\0';
for (i = 0; i < input->num_inputs; ++i)
{
input_value_t *v = &input->inputs[i];
if (i > 0)
{
menu_buffer[offset++] = ' ';
menu_buffer[offset++] = '+';
menu_buffer[offset++] = ' ';
menu_buffer[offset] = '\0';
}
switch (v->type)
{
case input_type_key:
offset = M_GetKeyString(v->value, offset);
break;
case input_type_mouseb:
offset += sprintf(menu_buffer + offset, "%s", M_GetNameForMouseB(v->value));
break;
case input_type_joyb:
offset += sprintf(menu_buffer + offset, "%s", M_GetNameForJoyB(v->value));
break;
default:
break;
}
}
// "NONE"
if (i == 0)
M_GetKeyString(0, 0);
// [FG] print a blinking "arrow" next to the currently highlighted menu item
if (s == current_setup_menu + set_menu_itemon && whichSkull && !setup_select)
strcat(menu_buffer, " <");
M_DrawMenuString(x, y, color);
}
// Is the item a weapon number?
// OR, Is the item a colored text string from the Automap?
//
// killough 10/98: removed special code, since the rest of the engine
// already takes care of it, and this code prevented the user from setting
// their overall weapons preferences while playing Doom 1.
//
// killough 11/98: consolidated weapons code with color range code
if (flags & (S_WEAP|S_CRITEM)) // weapon number or color range
{
sprintf(menu_buffer,"%d", s->var.def->location->i);
// [FG] print a blinking "arrow" next to the currently highlighted menu item
if (s == current_setup_menu + set_menu_itemon && whichSkull && !setup_select)
{
if (flags & S_DISABLE)
M_DrawStringDisable(x + 8, y, " <");
else
M_DrawString(x + 8, y, color, " <");
}
if (flags & S_DISABLE)
M_DrawStringDisable(x, y, menu_buffer);
else
M_DrawMenuString(x,y, flags & S_CRITEM ? s->var.def->location->i : color);
return;
}
// Is the item a paint chip?
if (flags & S_COLOR) // Automap paint chip
{
int i, ch;
byte *ptr = colorblock;
// draw the border of the paint chip
for (i = 0 ; i < (CHIP_SIZE+2)*(CHIP_SIZE+2) ; i++)
*ptr++ = PAL_BLACK;
V_DrawBlock(x+WIDESCREENDELTA,y-1,0,CHIP_SIZE+2,CHIP_SIZE+2,colorblock);
// draw the paint chip
ch = s->var.def->location->i;
if (!ch) // don't show this item in automap mode
V_DrawPatchDirect (x+1,y,0,W_CacheLumpName("M_PALNO",PU_CACHE));
else
{
ptr = colorblock;
for (i = 0 ; i < CHIP_SIZE*CHIP_SIZE ; i++)
*ptr++ = ch;
V_DrawBlock(x+1+WIDESCREENDELTA,y,0,CHIP_SIZE,CHIP_SIZE,colorblock);
}
// [FG] print a blinking "arrow" next to the currently highlighted menu item
if (s == current_setup_menu + set_menu_itemon && whichSkull && !setup_select)
M_DrawString(x + 8, y, color, " <");
return;
}
// Is the item a chat string?
// killough 10/98: or a filename?
if (flags & S_STRING)
{
char *text = s->var.def->location->s;
// Are we editing this string? If so, display a cursor under
// the correct character.
if (setup_select && (s->m_flags & (S_HILITE|S_SELECT)))
{
int cursor_start, char_width, i;
char c[2];
// If the string is too wide for the screen, trim it back,
// one char at a time until it fits. This should only occur
// while you're editing the string.
while (M_GetPixelWidth(text) >= MAXCHATWIDTH)
{
int len = strlen(text);
text[--len] = 0;
if (chat_index > len)
chat_index--;
}
// Find the distance from the beginning of the string to
// where the cursor should be drawn, plus the width of
// the char the cursor is under..
*c = text[chat_index]; // hold temporarily
c[1] = 0;
char_width = M_GetPixelWidth(c);
if (char_width == 1)
char_width = 7; // default for end of line
text[chat_index] = 0; // NULL to get cursor position
cursor_start = M_GetPixelWidth(text);
text[chat_index] = *c; // replace stored char
// Now draw the cursor
for (i = 0 ; i < char_width ; i++)
colorblock[i] = PAL_BLACK;
V_DrawBlock(x+cursor_start-1+WIDESCREENDELTA,y+7,0,char_width,1,colorblock);
}
// Draw the setting for the item
strcpy(menu_buffer,text);
// [FG] print a blinking "arrow" next to the currently highlighted menu item
if (s == current_setup_menu + set_menu_itemon && whichSkull && !setup_select)
strcat(menu_buffer, " <");
M_DrawMenuString(x,y,color);
return;
}
// [FG] selection of choices
if (flags & S_CHOICE)
{
int i = s->var.def->location->i;
if (i >= 0 && s->selectstrings[i])
strcpy(menu_buffer, s->selectstrings[i]);
// [FG] print a blinking "arrow" next to the currently highlighted menu item
if (s == current_setup_menu + set_menu_itemon && whichSkull && !setup_select)
strcat(menu_buffer, " <");
M_DrawMenuString(x,y,color);
return;
}
}
/////////////////////////////
//
// M_DrawScreenItems takes the data for each menu item and gives it to
// the drawing routines above.
void M_DrawScreenItems(setup_menu_t* src)
{
if (print_warning_about_changes > 0) // killough 8/15/98: print warning
{
if (warning_about_changes & S_BADVAL)
{
strcpy(menu_buffer, "Value out of Range");
M_DrawMenuString(100,176,CR_RED);
}
else
if (warning_about_changes & S_PRGWARN)
{
strcpy(menu_buffer,
"Warning: Program must be restarted to see changes");
M_DrawMenuString(3, 176, CR_RED);
}
else
if (warning_about_changes & S_BADVID)
{
strcpy(menu_buffer, "Video mode not supported");
M_DrawMenuString(80,176,CR_RED);
}
else
{
strcpy(menu_buffer,
"Warning: Changes are pending until next game");
M_DrawMenuString(18,184,CR_RED);
}
}
while (!(src->m_flags & S_END))
{
// See if we're to draw the item description (left-hand part)
if (src->m_flags & S_SHOWDESC)
M_DrawItem(src);
// See if we're to draw the setting (right-hand part)
if (src->m_flags & S_SHOWSET)
M_DrawSetting(src);
src++;
}
}
/////////////////////////////
//
// Data used to draw the "are you sure?" dialogue box when resetting
// to defaults.
#define VERIFYBOXXORG (66+WIDESCREENDELTA)
#define VERIFYBOXYORG 88
#define PAL_GRAY1 91
#define PAL_GRAY2 98
#define PAL_GRAY3 105
// And the routine to draw it.
static void M_DrawVerifyBox()
{
byte block[188];
int i;
for (i = 0 ; i < 181 ; i++)
block[i] = PAL_BLACK;
for (i = 0 ; i < 17 ; i++)
V_DrawBlock(VERIFYBOXXORG+3,VERIFYBOXYORG+3+i,0,181,1,block);
for (i = 0 ; i < 187 ; i++)
block[i] = PAL_GRAY1;
V_DrawBlock(VERIFYBOXXORG,VERIFYBOXYORG,0,187,1,block);
V_DrawBlock(VERIFYBOXXORG,VERIFYBOXYORG,0,1,23,block);
V_DrawBlock(VERIFYBOXXORG+184,VERIFYBOXYORG+2,0,1,19,block);
V_DrawBlock(VERIFYBOXXORG+2,VERIFYBOXYORG+20,0,183,1,block);
for (i = 0 ; i < 185 ; i++)
block[i] = PAL_GRAY2;
V_DrawBlock(VERIFYBOXXORG+1,VERIFYBOXYORG+1,0,185,1,block);
V_DrawBlock(VERIFYBOXXORG+185,VERIFYBOXYORG+1,0,1,21,block);
V_DrawBlock(VERIFYBOXXORG+1,VERIFYBOXYORG+21,0,185,1,block);
V_DrawBlock(VERIFYBOXXORG+1,VERIFYBOXYORG+1,0,1,21,block);
for (i = 0 ; i < 187 ; i++)
block[i] = PAL_GRAY3;
V_DrawBlock(VERIFYBOXXORG+2,VERIFYBOXYORG+2,0,183,1,block);
V_DrawBlock(VERIFYBOXXORG+2,VERIFYBOXYORG+2,0,1,19,block);
V_DrawBlock(VERIFYBOXXORG+186,VERIFYBOXYORG,0,1,23,block);
V_DrawBlock(VERIFYBOXXORG,VERIFYBOXYORG+22,0,187,1,block);
}
void M_DrawDefVerify()
{
M_DrawVerifyBox();
// The blinking messages is keyed off of the blinking of the
// cursor skull.
if (whichSkull) // blink the text
{
strcpy(menu_buffer,"Reset to defaults? (Y or N)");
M_DrawMenuString(VERIFYBOXXORG+8-WIDESCREENDELTA,VERIFYBOXYORG+8,CR_RED);
}
}
// [FG] delete a savegame
static void M_DrawDelVerify(void)
{
M_DrawVerifyBox();
if (whichSkull) {
strcpy(menu_buffer,"Delete savegame? (Y or N)");
M_DrawMenuString(VERIFYBOXXORG+8-WIDESCREENDELTA,VERIFYBOXYORG+8,CR_RED);
}
}
/////////////////////////////
//
// phares 4/18/98:
// M_DrawInstructions writes the instruction text just below the screen title
//
// killough 8/15/98: rewritten
void M_DrawInstructions()
{
default_t *def = current_setup_menu[set_menu_itemon].var.def;
int flags = current_setup_menu[set_menu_itemon].m_flags;
if (flags & S_DISABLE)
return;
// killough 8/15/98: warn when values are different
if (flags & (S_NUM|S_YESNO) && def->current && def->current->i!=def->location->i &&
!(flags & S_COSMETIC)) // Don't warn about cosmetic options
{
int allow = allow_changes() ? 8 : 0;
if (!(setup_gather | print_warning_about_changes | demoplayback))
{
strcpy(menu_buffer,
"Warning: Current actual setting differs from the");
M_DrawMenuString(4, 184-allow, CR_RED);
strcpy(menu_buffer,
"default setting, which is the one being edited here.");
M_DrawMenuString(4, 192-allow, CR_RED);
if (allow)
{
strcpy(menu_buffer,
"However, changes made here will take effect now.");
M_DrawMenuString(4, 192, CR_RED);
}
}
if (allow && setup_select) // killough 8/15/98: Set new value
if (!(flags & (S_LEVWARN | S_PRGWARN)))
def->current->i = def->location->i;
}
// There are different instruction messages depending on whether you
// are changing an item or just sitting on it.
{ // killough 11/98: reformatted
const char *s = "";
int color = CR_HILITE,x = setup_select ? color = CR_SELECT,
flags & S_INPUT ? (s = "Press key or button for this action", 49) :
flags & S_YESNO ? (s = "Press ENTER key to toggle", 78) :
// [FG] selection of choices
flags & S_CHOICE ? (s = "Press left or right to choose", 70) :
flags & S_WEAP ? (s = "Enter weapon number", 97) :
flags & S_NUM ? (s = "Enter value. Press ENTER when finished.", 37) :
flags & S_COLOR ? (s = "Select color and press enter", 70) :
flags & S_CRITEM ? (s = "Enter value", 125) :
flags & S_CHAT ? (s = "Type/edit chat string and Press ENTER", 43) :
flags & S_FILE ? (s = "Type/edit filename and Press ENTER", 52) :
flags & S_RESET ? 43 : 0 /* when you're changing something */ :
flags & S_RESET ? (s = "Press ENTER key to reset to defaults", 43) :
// [FG] clear key bindings with the DEL key
flags & S_INPUT ? (s = "Press Enter to Change, Del to Clear", 43) :
(s = "Press Enter to Change", 91);
strcpy(menu_buffer, s);
M_DrawMenuString(x,20,color);
}
}
// [FG] reload current level / go to next level
// adapted from prboom-plus/src/e6y.c:369-449
static int G_ReloadLevel(void)
{
int result = false;
if (gamestate == GS_LEVEL &&
!deathmatch && !netgame &&
!demoplayback &&
!menuactive)
{
// [crispy] restart demos from the map they were started
if (demorecording)
{
gamemap = startmap;
}
G_DeferedInitNew(gameskill, gameepisode, gamemap);
result = true;
}
return result;
}
static int G_GotoNextLevel(void)
{
int changed = false;
byte doom_next[4][9] = {
{12, 13, 19, 15, 16, 17, 18, 21, 14},
{22, 23, 24, 25, 29, 27, 28, 31, 26},
{32, 33, 34, 35, 36, 39, 38, 41, 37},
{42, 49, 44, 45, 46, 47, 48, 11, 43}};
byte doom2_next[32] = {
2, 3, 4, 5, 6, 7, 8, 9, 10, 11,
12, 13, 14, 15, 31, 17, 18, 19, 20, 21,
22, 23, 24, 25, 26, 27, 28, 29, 30, 1,
32, 16};
int epsd;
int map = -1;
if (gamemapinfo != NULL)
{
const char *n = NULL;
if (gamemapinfo->nextsecret[0]) n = gamemapinfo->nextsecret;
else if (gamemapinfo->nextmap[0]) n = gamemapinfo->nextmap;
else if (gamemapinfo->endpic[0] && gamemapinfo->endpic[0] != '-')
{
epsd = 1;
map = 1;
}
if (n) G_ValidateMapName(n, &epsd, &map);
}
if (map == -1)
{
// secret level
doom2_next[14] = (haswolflevels ? 31 : 16);
// shareware doom has only episode 1
doom_next[0][7] = (gamemode == shareware ? 11 : 21);
doom_next[2][7] = (gamemode == registered ? 11 : 41);
//doom2_next and doom_next are 0 based, unlike gameepisode and gamemap
epsd = gameepisode - 1;
map = gamemap - 1;
if (gamemode == commercial)
{
epsd = 1;
map = doom2_next[map];
}
else
{
if (epsd >= 0 && epsd <= 3 && map >= 0 && map <= 8)
{
int next = doom_next[epsd][map];
epsd = next / 10;
map = next % 10;
}
else
{
epsd = gameepisode;
map = gamemap + 1;
}
}
}
if ((gamestate == GS_LEVEL) &&
!deathmatch && !netgame &&
!demorecording && !demoplayback &&
!menuactive)
{
G_DeferedInitNew(gameskill, epsd, map);
changed = true;
}
return changed;
}
/////////////////////////////
//
// The Key Binding Screen tables.
#define KB_X 120
#define KB_PREV 57
#define KB_NEXT 310
#define KB_Y 31
// phares 4/16/98:
// X,Y position of reset button. This is the same for every screen, and is
// only defined once here.
#define X_BUTTON 301
#define Y_BUTTON 3
// Definitions of the (in this case) five key binding screens.
setup_menu_t keys_settings1[];
setup_menu_t keys_settings2[];
setup_menu_t keys_settings3[];
setup_menu_t keys_settings4[];
setup_menu_t keys_settings5[];
setup_menu_t keys_settings6[];
// The table which gets you from one screen table to the next.
setup_menu_t* keys_settings[] =
{
keys_settings1,
keys_settings2,
keys_settings3,
keys_settings4,
keys_settings5,
keys_settings6,
NULL
};
int mult_screens_index; // the index of the current screen in a set
// Here's an example from this first screen, with explanations.
//
// {
// "STRAFE", // The description of the item ('strafe' key)
// S_KEY, // This is a key binding item
// m_scrn, // It belongs to the m_scrn group. Its key cannot be
// // bound to two items in this group.
// KB_X, // The X offset of the start of the right-hand side
// KB_Y+ 8*8, // The Y offset of the start of the right-hand side.
// // Always given in multiples off a baseline.
// &key_strafe, // The variable that holds the key value bound to this
// OR a string that holds the config variable name.
// OR a pointer to another setup_menu
// &mousebstrafe, // The variable that holds the mouse button bound to
// this. If zero, no mouse button can be bound here.
// &joybstrafe, // The variable that holds the joystick button bound to
// this. If zero, no mouse button can be bound here.
// }
// The first Key Binding screen table.
// Note that the Y values are ascending. If you need to add something to
// this table, (well, this one's not a good example, because it's full)
// you need to make sure the Y values still make sense so everything gets
// displayed.
//
// Note also that the first screen of each set has a line for the reset
// button. If there is more than one screen in a set, the others don't get
// the reset button.
//
// Note also that this screen has a "NEXT ->" line. This acts like an
// item, in that 'activating' it moves you along to the next screen. If
// there's a "<- PREV" item on a screen, it behaves similarly, moving you
// to the previous screen. If you leave these off, you can't move from
// screen to screen.
static const char *controller_axes_strings[] = {
"Left Stick X", "Left Stick Y", "Right Stick X", "Right Stick Y", NULL
};
setup_menu_t keys_settings1[] = // Key Binding screen strings
{
{"ACTION" ,S_SKIP|S_TITLE,m_null,KB_X,KB_Y},
{"FIRE" ,S_INPUT ,m_scrn,KB_X,KB_Y+1*8,{0},input_fire},
{"FORWARD" ,S_INPUT ,m_scrn,KB_X,KB_Y+2*8,{0},input_forward},
{"BACKWARD" ,S_INPUT ,m_scrn,KB_X,KB_Y+3*8,{0},input_backward},
{"STRAFE LEFT" ,S_INPUT ,m_scrn,KB_X,KB_Y+4*8,{0},input_strafeleft},
{"STRAFE RIGHT",S_INPUT ,m_scrn,KB_X,KB_Y+5*8,{0},input_straferight},
{"USE" ,S_INPUT ,m_scrn,KB_X,KB_Y+7*8,{0},input_use},
{"RUN" ,S_INPUT ,m_scrn,KB_X,KB_Y+8*8,{0},input_speed},
{"STRAFE" ,S_INPUT ,m_scrn,KB_X,KB_Y+9*8,{0},input_strafe},
{"AUTORUN" ,S_INPUT ,m_scrn,KB_X,KB_Y+10*8,{0},input_autorun},
{"TURN LEFT" ,S_INPUT ,m_scrn,KB_X,KB_Y+12*8,{0},input_turnleft},
{"TURN RIGHT" ,S_INPUT ,m_scrn,KB_X,KB_Y+13*8,{0},input_turnright},
{"180 TURN" ,S_INPUT ,m_scrn,KB_X,KB_Y+14*8,{0},input_reverse},
// Button for resetting to defaults
{0,S_RESET,m_null,X_BUTTON,Y_BUTTON},
{"NEXT ->",S_SKIP|S_NEXT,m_null,KB_NEXT,KB_Y+20*8, {keys_settings2}},
// Final entry
{0,S_SKIP|S_END,m_null}
};
setup_menu_t keys_settings2[] = // Key Binding screen strings
{
{"WEAPONS" ,S_SKIP|S_TITLE,m_null,KB_X,KB_Y},
{"FIST" ,S_INPUT ,m_scrn,KB_X,KB_Y+1*8,{0},input_weapon1},
{"PISTOL" ,S_INPUT ,m_scrn,KB_X,KB_Y+2*8,{0},input_weapon2},
{"SHOTGUN" ,S_INPUT ,m_scrn,KB_X,KB_Y+3*8,{0},input_weapon3},
{"CHAINGUN",S_INPUT ,m_scrn,KB_X,KB_Y+4*8,{0},input_weapon4},
{"ROCKET" ,S_INPUT ,m_scrn,KB_X,KB_Y+5*8,{0},input_weapon5},
{"PLASMA" ,S_INPUT ,m_scrn,KB_X,KB_Y+6*8,{0},input_weapon6},
{"BFG", S_INPUT ,m_scrn,KB_X,KB_Y+7*8,{0},input_weapon7},
{"CHAINSAW",S_INPUT ,m_scrn,KB_X,KB_Y+8*8,{0},input_weapon8},
{"SSG" ,S_INPUT ,m_scrn,KB_X,KB_Y+9*8,{0},input_weapon9},
// [FG] prev/next weapon keys and buttons
{"PREV" ,S_INPUT ,m_scrn,KB_X,KB_Y+11*8,{0},input_prevweapon},
{"NEXT" ,S_INPUT ,m_scrn,KB_X,KB_Y+12*8,{0},input_nextweapon},
{"BEST" ,S_INPUT ,m_scrn,KB_X,KB_Y+13*8,{0},input_weapontoggle},
{"<- PREV",S_SKIP|S_PREV,m_null,KB_PREV,KB_Y+20*8, {keys_settings1}},
{"NEXT ->",S_SKIP|S_NEXT,m_null,KB_NEXT,KB_Y+20*8, {keys_settings3}},
// Final entry
{0,S_SKIP|S_END,m_null}
};
setup_menu_t keys_settings3[] =
{
{"GAMEPAD", S_SKIP|S_TITLE,m_null,KB_X,KB_Y},
{"ANALOG MOVEMENT", S_YESNO, m_scrn, KB_X, KB_Y+1*8, {"analog_movement"}},
{"MOVING FORWARD", S_CHOICE, m_scrn, KB_X, KB_Y+2*8,
{"axis_forward"}, 0, NULL, controller_axes_strings},
{"STRAFING", S_CHOICE, m_scrn, KB_X, KB_Y+3*8,
{"axis_strafe"}, 0, NULL, controller_axes_strings},
{"ANALOG TURNING", S_YESNO, m_scrn, KB_X, KB_Y+5*8, {"analog_turning"}},
{"TURNING", S_CHOICE, m_scrn, KB_X, KB_Y+6*8,
{"axis_turn"}, 0, NULL, controller_axes_strings},
{"INVERT X", S_YESNO, m_scrn, KB_X, KB_Y+8*8, {"invertx"}},
{"INVERT Y", S_YESNO, m_scrn, KB_X, KB_Y+9*8, {"inverty"}},
// [FG] reload current level / go to next level
{"MISCELLANEOUS",S_SKIP|S_TITLE,m_null,KB_X,KB_Y+11*8},
{"RELOAD LEVEL",S_INPUT,m_scrn,KB_X,KB_Y+12*8,{0},input_menu_reloadlevel},
{"NEXT LEVEL" ,S_INPUT,m_scrn,KB_X,KB_Y+13*8,{0},input_menu_nextlevel},
{"FINISH DEMO" ,S_INPUT,m_scrn,KB_X,KB_Y+14*8,{0},input_demo_quit},
{"<- PREV", S_SKIP|S_PREV,m_null,KB_PREV,KB_Y+20*8, {keys_settings2}},
{"NEXT ->", S_SKIP|S_NEXT,m_null,KB_NEXT,KB_Y+20*8, {keys_settings4}},
// Final entry
{0,S_SKIP|S_END,m_null}
};
setup_menu_t keys_settings4[] = // Key Binding screen strings
{
{"SCREEN" ,S_SKIP|S_TITLE,m_null,KB_X,KB_Y},
// phares 4/13/98:
// key_help and key_escape can no longer be rebound. This keeps the
// player from getting themselves in a bind where they can't remember how
// to get to the menus, and can't remember how to get to the help screen
// to give them a clue as to how to get to the menus. :)
// Also, the keys assigned to these functions cannot be bound to other
// functions. Introduce an S_KEEP flag to show that you cannot swap this
// key with other keys in the same 'group'. (m_scrn, etc.)
{"HELP" ,S_SKIP|S_KEEP ,m_scrn,0 ,0 ,{&key_help}},
{"MENU" ,S_SKIP|S_KEEP ,m_scrn,0 ,0 ,{&key_escape}},
{"PAUSE" ,S_INPUT ,m_scrn,KB_X,KB_Y+ 1*8,{0},input_pause},
{"AUTOMAP" ,S_INPUT ,m_scrn,KB_X,KB_Y+ 2*8,{0},input_map},
{"VOLUME" ,S_INPUT ,m_scrn,KB_X,KB_Y+ 3*8,{0},input_soundvolume},
{"HUD" ,S_INPUT ,m_scrn,KB_X,KB_Y+ 4*8,{0},input_hud},
{"MESSAGES" ,S_INPUT ,m_scrn,KB_X,KB_Y+ 5*8,{0},input_messages},
{"GAMMA FIX" ,S_INPUT ,m_scrn,KB_X,KB_Y+ 6*8,{0},input_gamma},
{"SPY" ,S_INPUT ,m_scrn,KB_X,KB_Y+ 7*8,{0},input_spy},
{"LARGER VIEW" ,S_INPUT ,m_scrn,KB_X,KB_Y+ 8*8,{0},input_zoomin},
{"SMALLER VIEW",S_INPUT ,m_scrn,KB_X,KB_Y+ 9*8,{0},input_zoomout},
{"SCREENSHOT" ,S_INPUT ,m_scrn,KB_X,KB_Y+10*8,{0},input_screenshot},
{"GAME" ,S_SKIP|S_TITLE,m_null,KB_X,KB_Y+12*8},
{"SAVE" ,S_INPUT ,m_scrn,KB_X,KB_Y+13*8,{0},input_savegame},
{"LOAD" ,S_INPUT ,m_scrn,KB_X,KB_Y+14*8,{0},input_loadgame},
{"QUICKSAVE" ,S_INPUT ,m_scrn,KB_X,KB_Y+15*8,{0},input_quicksave},
{"QUICKLOAD" ,S_INPUT ,m_scrn,KB_X,KB_Y+16*8,{0},input_quickload},
{"END GAME" ,S_INPUT ,m_scrn,KB_X,KB_Y+17*8,{0},input_endgame},
{"QUIT" ,S_INPUT ,m_scrn,KB_X,KB_Y+18*8,{0},input_quit},
{"<- PREV", S_SKIP|S_PREV,m_null,KB_PREV,KB_Y+20*8, {keys_settings3}},
{"NEXT ->", S_SKIP|S_NEXT,m_null,KB_NEXT,KB_Y+20*8, {keys_settings5}},
// Final entry
{0,S_SKIP|S_END,m_null}
};
setup_menu_t keys_settings5[] = // Key Binding screen strings
{
{"AUTOMAP" ,S_SKIP|S_TITLE,m_null,KB_X,KB_Y},
{"FOLLOW" ,S_INPUT ,m_map ,KB_X,KB_Y+ 1*8,{0},input_map_follow},
{"OVERLAY" ,S_INPUT ,m_map ,KB_X,KB_Y+ 2*8,{0},input_map_overlay},
{"ROTATE" ,S_INPUT ,m_map ,KB_X,KB_Y+ 3*8,{0},input_map_rotate},
{"ZOOM IN" ,S_INPUT ,m_map ,KB_X,KB_Y+ 5*8,{0},input_map_zoomin},
{"ZOOM OUT" ,S_INPUT ,m_map ,KB_X,KB_Y+ 6*8,{0},input_map_zoomout},
{"SHIFT UP" ,S_INPUT ,m_map ,KB_X,KB_Y+ 7*8,{0},input_map_up},
{"SHIFT DOWN" ,S_INPUT ,m_map ,KB_X,KB_Y+ 8*8,{0},input_map_down},
{"SHIFT LEFT" ,S_INPUT ,m_map ,KB_X,KB_Y+ 9*8,{0},input_map_left},
{"SHIFT RIGHT",S_INPUT ,m_map ,KB_X,KB_Y+10*8,{0},input_map_right},
{"MARK PLACE" ,S_INPUT ,m_map ,KB_X,KB_Y+11*8,{0},input_map_mark},
{"CLEAR MARKS",S_INPUT ,m_map ,KB_X,KB_Y+12*8,{0},input_map_clear},
{"FULL/ZOOM" ,S_INPUT ,m_map ,KB_X,KB_Y+13*8,{0},input_map_gobig},
{"GRID" ,S_INPUT ,m_map ,KB_X,KB_Y+14*8,{0},input_map_grid},
{"<- PREV" ,S_SKIP|S_PREV,m_null,KB_PREV,KB_Y+20*8, {keys_settings4}},
{"NEXT ->",S_SKIP|S_NEXT,m_null,KB_NEXT,KB_Y+20*8, {keys_settings6}},
// Final entry
{0,S_SKIP|S_END,m_null}
};
setup_menu_t keys_settings6[] =
{
{"CHATTING" ,S_SKIP|S_TITLE,m_null,KB_X,KB_Y},
{"BEGIN CHAT" ,S_INPUT ,m_scrn,KB_X,KB_Y+1*8,{0},input_chat},
{"PLAYER 1" ,S_INPUT ,m_scrn,KB_X,KB_Y+2*8,{0},input_chat_dest0},
{"PLAYER 2" ,S_INPUT ,m_scrn,KB_X,KB_Y+3*8,{0},input_chat_dest1},
{"PLAYER 3" ,S_INPUT ,m_scrn,KB_X,KB_Y+4*8,{0},input_chat_dest2},
{"PLAYER 4" ,S_INPUT ,m_scrn,KB_X,KB_Y+5*8,{0},input_chat_dest3},
{"BACKSPACE" ,S_INPUT ,m_scrn,KB_X,KB_Y+6*8,{0},input_chat_backspace},
{"ENTER" ,S_INPUT ,m_scrn,KB_X,KB_Y+7*8,{0},input_chat_enter},
{"MENUS" ,S_SKIP|S_TITLE,m_null,KB_X,KB_Y+9*8},
// killough 10/98: hotkey for entering setup menu:
{"SETUP" ,S_INPUT|S_KEEP,m_menu,KB_X,KB_Y+10*8,{0},input_setup},
{"NEXT ITEM" ,S_INPUT|S_KEEP,m_menu,KB_X,KB_Y+11*8,{0},input_menu_down},
{"PREV ITEM" ,S_INPUT|S_KEEP,m_menu,KB_X,KB_Y+12*8,{0},input_menu_up},
{"LEFT" ,S_INPUT|S_KEEP,m_menu,KB_X,KB_Y+13*8,{0},input_menu_left},
{"RIGHT" ,S_INPUT|S_KEEP,m_menu,KB_X,KB_Y+14*8,{0},input_menu_right},
{"BACKSPACE" ,S_INPUT|S_KEEP,m_menu,KB_X,KB_Y+15*8,{0},input_menu_backspace},
{"SELECT ITEM" ,S_INPUT|S_KEEP,m_menu,KB_X,KB_Y+16*8,{0},input_menu_enter},
{"EXIT" ,S_INPUT|S_KEEP,m_menu,KB_X,KB_Y+17*8,{0},input_menu_escape},
{"<- PREV" ,S_SKIP|S_PREV,m_null,KB_PREV,KB_Y+20*8, {keys_settings5}},
// Final entry
{0,S_SKIP|S_END,m_null}
};
// Setting up for the Key Binding screen. Turn on flags, set pointers,
// locate the first item on the screen where the cursor is allowed to
// land.
void M_KeyBindings(int choice)
{
M_SetupNextMenu(&KeybndDef);
setup_active = true;
setup_screen = ss_keys;
set_keybnd_active = true;
setup_select = false;
default_verify = false;
setup_gather = false;
mult_screens_index = 0;
current_setup_menu = keys_settings[0];
set_menu_itemon = M_GetSetupMenuItemOn();
while (current_setup_menu[set_menu_itemon++].m_flags & S_SKIP);
current_setup_menu[--set_menu_itemon].m_flags |= S_HILITE;
}
// The drawing part of the Key Bindings Setup initialization. Draw the
// background, title, instruction line, and items.
void M_DrawKeybnd(void)
{
inhelpscreens = true; // killough 4/6/98: Force status bar redraw
// Set up the Key Binding screen
M_DrawBackground("FLOOR4_6", screens[0]); // Draw background
M_DrawTitle(84,2,"M_KEYBND","KEY BINDINGS");
M_DrawInstructions();
M_DrawScreenItems(current_setup_menu);
// If the Reset Button has been selected, an "Are you sure?" message
// is overlayed across everything else.
if (default_verify)
M_DrawDefVerify();
}
/////////////////////////////
//
// The Weapon Screen tables.
#define WP_X 203
#define WP_Y 33
// There's only one weapon settings screen (for now). But since we're
// trying to fit a common description for screens, it gets a setup_menu_t,
// which only has one screen definition in it.
//
// Note that this screen has no PREV or NEXT items, since there are no
// neighboring screens.
enum { // killough 10/98: enum for y-offset info
weap_recoil,
weap_bobbing,
weap_bfg,
weap_stub1,
weap_pref1,
weap_pref2,
weap_pref3,
weap_pref4,
weap_pref5,
weap_pref6,
weap_pref7,
weap_pref8,
weap_pref9,
weap_stub2,
weap_toggle,
weap_toggle2,
weap_stub3,
weap_consmetic,
weap_center, // [FG] centered weapon sprite
};
setup_menu_t weap_settings1[];
setup_menu_t* weap_settings[] =
{
weap_settings1,
NULL
};
// [FG] centered or bobbing weapon sprite
static const char *weapon_attack_alignment_strings[] = {
"OFF", "CENTERED", "BOBBING", NULL
};
setup_menu_t weap_settings1[] = // Weapons Settings screen
{
{"ENABLE RECOIL", S_YESNO,m_null,WP_X, WP_Y+ weap_recoil*8, {"weapon_recoil"}},
{"ENABLE BOBBING",S_YESNO,m_null,WP_X, WP_Y+weap_bobbing*8, {"player_bobbing"}},
{"CLASSIC BFG" ,S_YESNO,m_null,WP_X, // killough 8/8/98
WP_Y+ weap_bfg*8, {"classic_bfg"}},
{"1ST CHOICE WEAPON",S_WEAP,m_null,WP_X,WP_Y+weap_pref1*8, {"weapon_choice_1"}},
{"2nd CHOICE WEAPON",S_WEAP,m_null,WP_X,WP_Y+weap_pref2*8, {"weapon_choice_2"}},
{"3rd CHOICE WEAPON",S_WEAP,m_null,WP_X,WP_Y+weap_pref3*8, {"weapon_choice_3"}},
{"4th CHOICE WEAPON",S_WEAP,m_null,WP_X,WP_Y+weap_pref4*8, {"weapon_choice_4"}},
{"5th CHOICE WEAPON",S_WEAP,m_null,WP_X,WP_Y+weap_pref5*8, {"weapon_choice_5"}},
{"6th CHOICE WEAPON",S_WEAP,m_null,WP_X,WP_Y+weap_pref6*8, {"weapon_choice_6"}},
{"7th CHOICE WEAPON",S_WEAP,m_null,WP_X,WP_Y+weap_pref7*8, {"weapon_choice_7"}},
{"8th CHOICE WEAPON",S_WEAP,m_null,WP_X,WP_Y+weap_pref8*8, {"weapon_choice_8"}},
{"9th CHOICE WEAPON",S_WEAP,m_null,WP_X,WP_Y+weap_pref9*8, {"weapon_choice_9"}},
{"Enable Fist/Chainsaw\n& SG/SSG toggle", S_YESNO, m_null, WP_X,
WP_Y+ weap_toggle*8, {"doom_weapon_toggles"}},
{"Cosmetic",S_SKIP|S_TITLE,m_null,WP_X,WP_Y+weap_consmetic*8},
// [FG] centered or bobbing weapon sprite
{"Weapon Attack Alignment",S_CHOICE,m_null,WP_X, WP_Y+weap_center*8, {"center_weapon"}, 0, NULL, weapon_attack_alignment_strings},
// Button for resetting to defaults
{0,S_RESET,m_null,X_BUTTON,Y_BUTTON},
// Final entry
{0,S_SKIP|S_END,m_null}
};
// Setting up for the Weapons screen. Turn on flags, set pointers,
// locate the first item on the screen where the cursor is allowed to
// land.
void M_Weapons(int choice)
{
M_SetupNextMenu(&WeaponDef);
setup_active = true;
setup_screen = ss_weap;
set_weapon_active = true;
setup_select = false;
default_verify = false;
setup_gather = false;
mult_screens_index = 0;
current_setup_menu = weap_settings[0];
set_menu_itemon = M_GetSetupMenuItemOn();
while (current_setup_menu[set_menu_itemon++].m_flags & S_SKIP);
current_setup_menu[--set_menu_itemon].m_flags |= S_HILITE;
}
// The drawing part of the Weapons Setup initialization. Draw the
// background, title, instruction line, and items.
void M_DrawWeapons(void)
{
inhelpscreens = true; // killough 4/6/98: Force status bar redraw
M_DrawBackground("FLOOR4_6", screens[0]); // Draw background
M_DrawTitle(109,2,"M_WEAP","WEAPONS");
M_DrawInstructions();
M_DrawScreenItems(current_setup_menu);
// If the Reset Button has been selected, an "Are you sure?" message
// is overlayed across everything else.
if (default_verify)
M_DrawDefVerify();
}
/////////////////////////////
//
// The Status Bar / HUD tables.
#define ST_X 203
#define ST_Y 31
// Screen table definitions
setup_menu_t stat_settings1[];
setup_menu_t* stat_settings[] =
{
stat_settings1,
NULL
};
setup_menu_t stat_settings1[] = // Status Bar and HUD Settings screen
{
{"STATUS BAR" ,S_SKIP|S_TITLE,m_null,ST_X,ST_Y+ 1*8 },
{"USE RED NUMBERS" ,S_YESNO, m_null,ST_X,ST_Y+ 2*8, {"sts_always_red"}},
{"GRAY %" ,S_YESNO, m_null,ST_X,ST_Y+ 3*8, {"sts_pct_always_gray"}},
{"SINGLE KEY DISPLAY",S_YESNO, m_null,ST_X,ST_Y+ 4*8, {"sts_traditional_keys"}},
{"HEADS-UP DISPLAY" ,S_SKIP|S_TITLE,m_null,ST_X,ST_Y+ 6*8},
{"HIDE SECRETS" ,S_YESNO ,m_null,ST_X,ST_Y+ 7*8, {"hud_nosecrets"}},
{"HEALTH LOW/OK" ,S_NUM ,m_null,ST_X,ST_Y+ 8*8, {"health_red"}},
{"HEALTH OK/GOOD" ,S_NUM ,m_null,ST_X,ST_Y+ 9*8, {"health_yellow"}},
{"HEALTH GOOD/EXTRA" ,S_NUM ,m_null,ST_X,ST_Y+10*8, {"health_green"}},
{"ARMOR LOW/OK" ,S_NUM ,m_null,ST_X,ST_Y+11*8, {"armor_red"}},
{"ARMOR OK/GOOD" ,S_NUM ,m_null,ST_X,ST_Y+12*8, {"armor_yellow"}},
{"ARMOR GOOD/EXTRA" ,S_NUM ,m_null,ST_X,ST_Y+13*8, {"armor_green"}},
{"AMMO LOW/OK" ,S_NUM ,m_null,ST_X,ST_Y+14*8, {"ammo_red"}},
{"AMMO OK/GOOD" ,S_NUM ,m_null,ST_X,ST_Y+15*8, {"ammo_yellow"}},
{"\"A SECRET IS REVEALED!\" MESSAGE",S_YESNO,m_null,ST_X,ST_Y+17*8, {"hud_secret_message"}},
{"SHOW TIME/STS ABOVE STATUS BAR",S_YESNO,m_null,ST_X,ST_Y+18*8, {"hud_timests"}},
// Button for resetting to defaults
{0,S_RESET,m_null,X_BUTTON,Y_BUTTON},
// Final entry
{0,S_SKIP|S_END,m_null}
};
// Setting up for the Status Bar / HUD screen. Turn on flags, set pointers,
// locate the first item on the screen where the cursor is allowed to
// land.
void M_StatusBar(int choice)
{
M_SetupNextMenu(&StatusHUDDef);
setup_active = true;
setup_screen = ss_stat;
set_status_active = true;
setup_select = false;
default_verify = false;
setup_gather = false;
mult_screens_index = 0;
current_setup_menu = stat_settings[0];
set_menu_itemon = M_GetSetupMenuItemOn();
while (current_setup_menu[set_menu_itemon++].m_flags & S_SKIP);
current_setup_menu[--set_menu_itemon].m_flags |= S_HILITE;
}
// The drawing part of the Status Bar / HUD Setup initialization. Draw the
// background, title, instruction line, and items.
void M_DrawStatusHUD(void)
{
inhelpscreens = true; // killough 4/6/98: Force status bar redraw
M_DrawBackground("FLOOR4_6", screens[0]); // Draw background
M_DrawTitle(59,2,"M_STAT","STATUS BAR / HUD");
M_DrawInstructions();
M_DrawScreenItems(current_setup_menu);
// If the Reset Button has been selected, an "Are you sure?" message
// is overlayed across everything else.
if (default_verify)
M_DrawDefVerify();
}
/////////////////////////////
//
// The Automap tables.
#define AU_X 250
#define AU_Y 31
#define AU_PREV KB_PREV
#define AU_NEXT KB_NEXT
setup_menu_t auto_settings1[];
setup_menu_t auto_settings2[];
setup_menu_t* auto_settings[] =
{
auto_settings1,
auto_settings2,
NULL
};
// [FG] show level statistics and level time widgets
static const char *show_widgets_strings[] = {
"Off", "On Automap", "Always", NULL
};
setup_menu_t auto_settings1[] = // 1st AutoMap Settings screen
{
{"background", S_COLOR, m_null, AU_X, AU_Y, {"mapcolor_back"}},
{"grid lines", S_COLOR, m_null, AU_X, AU_Y + 1*8, {"mapcolor_grid"}},
{"normal 1s wall", S_COLOR, m_null,AU_X,AU_Y+ 2*8, {"mapcolor_wall"}},
{"line at floor height change", S_COLOR, m_null, AU_X, AU_Y+ 3*8, {"mapcolor_fchg"}},
{"line at ceiling height change" ,S_COLOR,m_null,AU_X,AU_Y+ 4*8, {"mapcolor_cchg"}},
{"line at sector with floor = ceiling",S_COLOR,m_null,AU_X,AU_Y+ 5*8, {"mapcolor_clsd"}},
{"red key" ,S_COLOR,m_null,AU_X,AU_Y+ 6*8, {"mapcolor_rkey"}},
{"blue key" ,S_COLOR,m_null,AU_X,AU_Y+ 7*8, {"mapcolor_bkey"}},
{"yellow key" ,S_COLOR,m_null,AU_X,AU_Y+ 8*8, {"mapcolor_ykey"}},
{"red door" ,S_COLOR,m_null,AU_X,AU_Y+ 9*8, {"mapcolor_rdor"}},
{"blue door" ,S_COLOR,m_null,AU_X,AU_Y+10*8, {"mapcolor_bdor"}},
{"yellow door" ,S_COLOR,m_null,AU_X,AU_Y+11*8, {"mapcolor_ydor"}},
{"Show Secrets only after entering",S_YESNO,m_null,AU_X,AU_Y+13*8, {"map_secret_after"}},
{"Show coordinates of automap pointer",S_YESNO,m_null,AU_X,AU_Y+14*8, {"map_point_coord"}}, // killough 10/98
// [FG] show level statistics and level time widgets
{"Show player coords", S_CHOICE,m_null,AU_X,AU_Y+15*8, {"map_player_coords"},0,NULL,show_widgets_strings},
{"Show level stats", S_CHOICE,m_null,AU_X,AU_Y+16*8, {"map_level_stats"},0,NULL,show_widgets_strings},
{"Show level time", S_CHOICE,m_null,AU_X,AU_Y+17*8, {"map_level_time"},0,NULL,show_widgets_strings},
{"Keyed doors are flashing", S_YESNO,m_null,AU_X,AU_Y+18*8, {"map_keyed_door_flash"}},
// Button for resetting to defaults
{0,S_RESET,m_null,X_BUTTON,Y_BUTTON},
{"NEXT ->",S_SKIP|S_NEXT,m_null,AU_NEXT,AU_Y+20*8, {auto_settings2}},
// Final entry
{0,S_SKIP|S_END,m_null}
};
setup_menu_t auto_settings2[] = // 2nd AutoMap Settings screen
{
{"teleporter line" ,S_COLOR ,m_null,AU_X,AU_Y, {"mapcolor_tele"}},
{"secret sector boundary" ,S_COLOR ,m_null,AU_X,AU_Y+ 1*8, {"mapcolor_secr"}},
//jff 4/23/98 add exit line to automap
{"exit line" ,S_COLOR ,m_null,AU_X,AU_Y+ 2*8, {"mapcolor_exit"}},
{"computer map unseen line" ,S_COLOR ,m_null,AU_X,AU_Y+ 3*8, {"mapcolor_unsn"}},
{"line w/no floor/ceiling changes",S_COLOR ,m_null,AU_X,AU_Y+ 4*8, {"mapcolor_flat"}},
{"general sprite" ,S_COLOR ,m_null,AU_X,AU_Y+ 5*8, {"mapcolor_sprt"}},
{"crosshair" ,S_COLOR ,m_null,AU_X,AU_Y+ 6*8, {"mapcolor_hair"}},
{"single player arrow" ,S_COLOR ,m_null,AU_X,AU_Y+ 7*8, {"mapcolor_sngl"}},
{"player 1 arrow" ,S_COLOR ,m_null,AU_X,AU_Y+ 8*8, {"mapcolor_ply1"}},
{"player 2 arrow" ,S_COLOR ,m_null,AU_X,AU_Y+ 9*8, {"mapcolor_ply2"}},
{"player 3 arrow" ,S_COLOR ,m_null,AU_X,AU_Y+10*8, {"mapcolor_ply3"}},
{"player 4 arrow" ,S_COLOR ,m_null,AU_X,AU_Y+11*8, {"mapcolor_ply4"}},
{"friends" ,S_COLOR ,m_null,AU_X,AU_Y+12*8, {"mapcolor_frnd"}}, // killough 8/8/98
{"AUTOMAP LEVEL TITLE COLOR" ,S_CRITEM,m_null,AU_X,AU_Y+14*8, {"hudcolor_titl"}},
{"AUTOMAP COORDINATES COLOR" ,S_CRITEM,m_null,AU_X,AU_Y+15*8, {"hudcolor_xyco"}},
{"<- PREV",S_SKIP|S_PREV,m_null,AU_PREV,AU_Y+20*8, {auto_settings1}},
// Final entry
{0,S_SKIP|S_END,m_null}
};
// Setting up for the Automap screen. Turn on flags, set pointers,
// locate the first item on the screen where the cursor is allowed to
// land.
void M_Automap(int choice)
{
M_SetupNextMenu(&AutoMapDef);
setup_active = true;
setup_screen = ss_auto;
set_auto_active = true;
setup_select = false;
colorbox_active = false;
default_verify = false;
setup_gather = false;
mult_screens_index = 0;
current_setup_menu = auto_settings[0];
set_menu_itemon = M_GetSetupMenuItemOn();
while (current_setup_menu[set_menu_itemon++].m_flags & S_SKIP);
current_setup_menu[--set_menu_itemon].m_flags |= S_HILITE;
}
// Data used by the color palette that is displayed for the player to
// select colors.
int color_palette_x; // X position of the cursor on the color palette
int color_palette_y; // Y position of the cursor on the color palette
byte palette_background[16*(CHIP_SIZE+1)+8];
// M_DrawColPal() draws the color palette when the user needs to select a
// color.
// phares 4/1/98: now uses a single lump for the palette instead of
// building the image out of individual paint chips.
void M_DrawColPal()
{
int i,cpx,cpy;
byte *ptr;
// Draw a background, border, and paint chips
V_DrawPatchDirect (COLORPALXORIG-5,COLORPALYORIG-5,0,W_CacheLumpName("M_COLORS",PU_CACHE));
// Draw the cursor around the paint chip
// (cpx,cpy) is the upper left-hand corner of the paint chip
ptr = colorblock;
for (i = 0 ; i < CHIP_SIZE+2 ; i++)
*ptr++ = PAL_WHITE;
cpx = COLORPALXORIG+color_palette_x*(CHIP_SIZE+1)-1+WIDESCREENDELTA;
cpy = COLORPALYORIG+color_palette_y*(CHIP_SIZE+1)-1;
V_DrawBlock(cpx,cpy,0,CHIP_SIZE+2,1,colorblock);
V_DrawBlock(cpx+CHIP_SIZE+1,cpy,0,1,CHIP_SIZE+2,colorblock);
V_DrawBlock(cpx,cpy+CHIP_SIZE+1,0,CHIP_SIZE+2,1,colorblock);
V_DrawBlock(cpx,cpy,0,1,CHIP_SIZE+2,colorblock);
}
// The drawing part of the Automap Setup initialization. Draw the
// background, title, instruction line, and items.
void M_DrawAutoMap(void)
{
inhelpscreens = true; // killough 4/6/98: Force status bar redraw
M_DrawBackground("FLOOR4_6", screens[0]); // Draw background
M_DrawTitle(109,2,"M_AUTO","AUTOMAP");
M_DrawInstructions();
M_DrawScreenItems(current_setup_menu);
// If a color is being selected, need to show color paint chips
if (colorbox_active)
M_DrawColPal();
// If the Reset Button has been selected, an "Are you sure?" message
// is overlayed across everything else.
else if (default_verify)
M_DrawDefVerify();
}
/////////////////////////////
//
// The Enemies table.
#define E_X 250
#define E_Y 31
setup_menu_t enem_settings1[];
setup_menu_t* enem_settings[] =
{
enem_settings1,
NULL
};
enum {
enem_infighting,
enem_remember = 1,
enem_backing,
enem_monkeys,
enem_avoid_hazards,
enem_friction,
enem_help_friends,
enem_helpers,
enem_distfriend,
enem_dog_jumping,
enem_stub1,
enem_cosmetic,
enem_colored_blood,
enem_flipcorpses,
enem_ghost,
enem_end
};
setup_menu_t enem_settings1[] = // Enemy Settings screen
{
// killough 7/19/98
{"Monster Infighting When Provoked",S_YESNO,m_null,E_X,E_Y+ enem_infighting*8, {"monster_infighting"}},
{"Remember Previous Enemy",S_YESNO,m_null,E_X,E_Y+ enem_remember*8, {"monsters_remember"}},
// killough 9/8/98
{"Monster Backing Out",S_YESNO,m_null,E_X,E_Y+ enem_backing*8, {"monster_backing"}},
{"Climb Steep Stairs", S_YESNO,m_null,E_X,E_Y+enem_monkeys*8, {"monkeys"}},
// killough 9/9/98
{"Intelligently Avoid Hazards",S_YESNO,m_null,E_X,E_Y+ enem_avoid_hazards*8, {"monster_avoid_hazards"}},
// killough 10/98
{"Affected by Friction",S_YESNO,m_null,E_X,E_Y+ enem_friction*8, {"monster_friction"}},
{"Rescue Dying Friends",S_YESNO,m_null,E_X,E_Y+ enem_help_friends*8, {"help_friends"}},
// killough 7/19/98
{"Number Of Single-Player Helper Dogs",S_NUM|S_LEVWARN,m_null,E_X,E_Y+ enem_helpers*8, {"player_helpers"}},
// killough 8/8/98
{"Distance Friends Stay Away",S_NUM,m_null,E_X,E_Y+ enem_distfriend*8, {"friend_distance"}},
{"Allow dogs to jump down",S_YESNO,m_null,E_X,E_Y+ enem_dog_jumping*8, {"dog_jumping"}},
{"Cosmetic",S_SKIP|S_TITLE,m_null,E_X,E_Y+ enem_cosmetic*8},
// [FG] colored blood and gibs
{"Colored Blood",S_YESNO,m_null,E_X,E_Y+ enem_colored_blood*8, {"colored_blood"}},
// [crispy] randomly flip corpse, blood and death animation sprites
{"Randomly Mirrored Corpses",S_YESNO,m_null,E_X,E_Y+ enem_flipcorpses*8, {"flipcorpses"}},
// [crispy] resurrected pools of gore ("ghost monsters") are translucent
{"Translucent Ghost Monsters",S_YESNO,m_null,E_X,E_Y+ enem_ghost*8, {"ghost_monsters"}},
// Button for resetting to defaults
{0,S_RESET,m_null,X_BUTTON,Y_BUTTON},
// Final entry
{0,S_SKIP|S_END,m_null}
};
/////////////////////////////
// Setting up for the Enemies screen. Turn on flags, set pointers,
// locate the first item on the screen where the cursor is allowed to
// land.
void M_Enemy(int choice)
{
M_SetupNextMenu(&EnemyDef);
setup_active = true;
setup_screen = ss_enem;
set_enemy_active = true;
setup_select = false;
default_verify = false;
setup_gather = false;
mult_screens_index = 0;
current_setup_menu = enem_settings[0];
set_menu_itemon = M_GetSetupMenuItemOn();
while (current_setup_menu[set_menu_itemon++].m_flags & S_SKIP);
current_setup_menu[--set_menu_itemon].m_flags |= S_HILITE;
}
// The drawing part of the Enemies Setup initialization. Draw the
// background, title, instruction line, and items.
void M_DrawEnemy(void)
{
inhelpscreens = true;
M_DrawBackground("FLOOR4_6", screens[0]); // Draw background
M_DrawTitle(114,2,"M_ENEM","ENEMIES");
M_DrawInstructions();
M_DrawScreenItems(current_setup_menu);
// If the Reset Button has been selected, an "Are you sure?" message
// is overlayed across everything else.
if (default_verify)
M_DrawDefVerify();
}
/////////////////////////////
//
// The General table.
// killough 10/10/98
extern int usejoystick, usemouse, default_mus_card, default_snd_card;
extern int realtic_clock_rate, tran_filter_pct;
setup_menu_t gen_settings1[], gen_settings2[];
setup_menu_t* gen_settings[] =
{
gen_settings1,
gen_settings2,
NULL
};
enum {
general_hires,
general_pageflip,
general_vsync,
general_trans,
general_transpct,
general_diskicon,
general_hom,
// [FG] fullscreen mode menu toggle
general_fullscreen,
// [FG] uncapped rendering frame rate
general_uncapped,
// widescreen mode
general_widescreen
};
enum {
general_sndchan,
general_pitch,
// [FG] play sounds in full length
general_fullsnd,
// [FG] music backend
general_musicbackend,
};
static const char *music_backend_strings[] = {
"SDL", "OPL", NULL
};
#define G_X 250
#define G_Y 44
#define G_Y2 (G_Y+92+8) // [FG] remove sound and music card items
#define G_Y3 (G_Y+44)
#define G_Y4 (G_Y3+52)
#define GF_X 76
setup_menu_t gen_settings1[] = { // General Settings screen1
{"Video" ,S_SKIP|S_TITLE, m_null, G_X, G_Y - 12},
{"High Resolution", S_YESNO, m_null, G_X, G_Y + general_hires*8,
{"hires"}, 0, I_ResetScreen},
// [FG] page_flip = !force_software_renderer
{"Use Hardware Acceleration", S_YESNO, m_null, G_X, G_Y + general_pageflip*8,
{"page_flip"}, 0, I_ResetScreen},
{"Wait for Vertical Retrace", S_YESNO, m_null, G_X,
G_Y + general_vsync*8, {"use_vsync"}, 0, I_ResetScreen},
{"Enable Translucency", S_YESNO, m_null, G_X,
G_Y + general_trans*8, {"translucency"}, 0, M_Trans},
{"Translucency filter percentage", S_NUM, m_null, G_X,
G_Y + general_transpct*8, {"tran_filter_pct"}, 0, M_Trans},
{"Flash Icon During Disk IO", S_YESNO, m_null, G_X,
G_Y + general_diskicon*8, {"disk_icon"}},
{"Flashing HOM indicator", S_YESNO, m_null, G_X,
G_Y + general_hom*8, {"flashing_hom"}},
// [FG] fullscreen mode menu toggle
{"Fullscreen Mode", S_YESNO, m_null, G_X, G_Y + general_fullscreen*8,
{"fullscreen"}, 0, I_ToggleToggleFullScreen},
// [FG] uncapped rendering frame rate
{"Uncapped Rendering Frame Rate", S_YESNO, m_null, G_X, G_Y + general_uncapped*8,
{"uncapped"}},
{"Widescreen Mode", S_YESNO, m_null, G_X, G_Y + general_widescreen*8,
{"widescreen"}, 0, I_ResetScreen},
{"Sound & Music", S_SKIP|S_TITLE, m_null, G_X, G_Y2 - 12},
{"Number of Sound Channels", S_NUM|S_PRGWARN, m_null, G_X,
G_Y2 + general_sndchan*8, {"snd_channels"}},
{"Enable v1.1 Pitch Effects", S_YESNO, m_null, G_X,
G_Y2 + general_pitch*8, {"pitched_sounds"}},
// [FG] play sounds in full length
{"play sounds in full length", S_YESNO, m_null, G_X,
G_Y2 + general_fullsnd*8, {"full_sounds"}},
// [FG] music backend
{"music backend", S_CHOICE|S_PRGWARN, m_null, G_X,
G_Y2 + general_musicbackend*8, {"music_backend"}, 0, NULL, music_backend_strings},
// Button for resetting to defaults
{0,S_RESET,m_null,X_BUTTON,Y_BUTTON},
{"NEXT ->",S_SKIP|S_NEXT,m_null,KB_NEXT,KB_Y+20*8, {gen_settings2}},
// Final entry
{0,S_SKIP|S_END,m_null}
};
enum {
general_mouse,
general_joy,
general_leds
};
enum {
general_wad1,
general_wad2,
general_deh1,
general_deh2
};
enum {
general_corpse,
general_realtic,
general_comp,
general_endoom,
general_end
};
static const char *default_compatibility_strings[] = {
"Vanilla", "Boom", "MBF", "MBF21", NULL
};
static const char *default_endoom_strings[] = {
"off", "on", "PWAD only", NULL
};
setup_menu_t gen_settings2[] = { // General Settings screen2
{"Input Devices" ,S_SKIP|S_TITLE, m_null, G_X, G_Y - 12},
{"Enable Mouse", S_YESNO, m_null, G_X,
G_Y + general_mouse*8, {"use_mouse"}},
{"Enable Joystick", S_YESNO, m_null, G_X,
G_Y + general_joy*8, {"use_joystick"}, 0, I_InitJoystick},
// [FG] double click acts as "use"
{"Double Click acts as \"Use\"", S_YESNO, m_null, G_X,
G_Y + general_leds*8, {"dclick_use"}},
#if 0
{"Keyboard LEDs Always Off", S_YESNO, m_null, G_X,
G_Y + general_leds*8, {"leds_always_off"}, 0, 0, I_ResetLEDs},
#endif
{"Files Preloaded at Game Startup",S_SKIP|S_TITLE, m_null, G_X,
G_Y3 - 12},
{"WAD # 1", S_FILE, m_null, GF_X, G_Y3 + general_wad1*8, {"wadfile_1"}},
{"WAD #2", S_FILE, m_null, GF_X, G_Y3 + general_wad2*8, {"wadfile_2"}},
{"DEH/BEX # 1", S_FILE, m_null, GF_X, G_Y3 + general_deh1*8, {"dehfile_1"}},
{"DEH/BEX #2", S_FILE, m_null, GF_X, G_Y3 + general_deh2*8, {"dehfile_2"}},
{"Miscellaneous" ,S_SKIP|S_TITLE, m_null, G_X, G_Y4 - 12},
{"Maximum number of player corpses", S_NUM|S_PRGWARN, m_null, G_X,
G_Y4 + general_corpse*8, {"max_player_corpse"}},
{"Game speed, percentage of normal", S_NUM|S_PRGWARN, m_null, G_X,
G_Y4 + general_realtic*8, {"realtic_clock_rate"}},
{"Default compatibility", S_CHOICE|S_LEVWARN, m_null, G_X,
G_Y4 + general_comp*8, {"default_complevel"}, 0, NULL, default_compatibility_strings},
{"Show ENDOOM screen", S_CHOICE, m_null, G_X,
G_Y4 + general_endoom*8, {"show_endoom"}, 0, NULL, default_endoom_strings},
{"<- PREV",S_SKIP|S_PREV, m_null, KB_PREV, KB_Y+20*8, {gen_settings1}},
// Final entry
{0,S_SKIP|S_END,m_null}
};
void M_Trans(void) // To reset translucency after setting it in menu
{
if (general_translucency)
R_InitTranMap(0);
}
// Setting up for the General screen. Turn on flags, set pointers,
// locate the first item on the screen where the cursor is allowed to
// land.
void M_General(int choice)
{
M_SetupNextMenu(&GeneralDef);
setup_active = true;
setup_screen = ss_gen;
set_general_active = true;
setup_select = false;
default_verify = false;
setup_gather = false;
mult_screens_index = 0;
current_setup_menu = gen_settings[0];
set_menu_itemon = M_GetSetupMenuItemOn();
while (current_setup_menu[set_menu_itemon++].m_flags & S_SKIP);
current_setup_menu[--set_menu_itemon].m_flags |= S_HILITE;
}
// The drawing part of the General Setup initialization. Draw the
// background, title, instruction line, and items.
void M_DrawGeneral(void)
{
inhelpscreens = true;
M_DrawBackground("FLOOR4_6", screens[0]); // Draw background
M_DrawTitle(114,2,"M_GENERL","GENERAL");
M_DrawInstructions();
M_DrawScreenItems(current_setup_menu);
// If the Reset Button has been selected, an "Are you sure?" message
// is overlayed across everything else.
if (default_verify)
M_DrawDefVerify();
}
/////////////////////////////
//
// The Compatibility table.
// killough 10/10/98
#define C_X 284
#define C_Y 32
#define COMP_SPC 12
#define C_NEXTPREV 131
setup_menu_t comp_settings1[], comp_settings2[];
setup_menu_t* comp_settings[] =
{
comp_settings1,
comp_settings2,
NULL
};
enum
{
compat_telefrag,
compat_dropoff,
compat_falloff,
compat_staylift,
compat_doorstuck,
compat_pursuit,
compat_vile,
compat_pain,
compat_skull,
compat_god,
compat_infcheat = 0,
compat_zombie,
compat_stairs,
compat_floors,
compat_model,
compat_zerotags,
compat_cosmetic,
compat_blazing,
compat_doorlight,
compat_skymap,
compat_menu,
};
setup_menu_t comp_settings1[] = // Compatibility Settings screen #1
{
{"Any monster can telefrag on MAP30", S_YESNO, m_null, C_X,
C_Y + compat_telefrag * COMP_SPC, {"comp_telefrag"}},
{"Some objects never hang over tall ledges", S_YESNO, m_null, C_X,
C_Y + compat_dropoff * COMP_SPC, {"comp_dropoff"}},
{"Objects don't fall under their own weight", S_YESNO, m_null, C_X,
C_Y + compat_falloff * COMP_SPC, {"comp_falloff"}},
{"Monsters randomly walk off of moving lifts", S_YESNO, m_null, C_X,
C_Y + compat_staylift * COMP_SPC, {"comp_staylift"}},
{"Monsters get stuck on doortracks", S_YESNO, m_null, C_X,
C_Y + compat_doorstuck * COMP_SPC, {"comp_doorstuck"}},
{"Monsters don't give up pursuit of targets", S_YESNO, m_null, C_X,
C_Y + compat_pursuit * COMP_SPC, {"comp_pursuit"}},
{"Arch-Vile resurrects invincible ghosts", S_YESNO, m_null, C_X,
C_Y + compat_vile * COMP_SPC, {"comp_vile"}},
{"Pain Elemental limited to 20 lost souls", S_YESNO, m_null, C_X,
C_Y + compat_pain * COMP_SPC, {"comp_pain"}},
{"Lost souls get stuck behind walls", S_YESNO, m_null, C_X,
C_Y + compat_skull * COMP_SPC, {"comp_skull"}},
{"God mode isn't absolute", S_YESNO, m_null, C_X,
C_Y + compat_god * COMP_SPC, {"comp_god"}},
// Button for resetting to defaults
{0,S_RESET,m_null,X_BUTTON,Y_BUTTON},
{"NEXT ->",S_SKIP|S_NEXT, m_null, KB_NEXT, C_Y+C_NEXTPREV, {comp_settings2}},
// Final entry
{0,S_SKIP|S_END,m_null}
};
setup_menu_t comp_settings2[] = // Compatibility Settings screen #2
{
{"Powerup cheats are not infinite duration", S_YESNO, m_null, C_X,
C_Y + compat_infcheat * COMP_SPC, {"comp_infcheat"}},
{"Zombie players can exit levels", S_YESNO, m_null, C_X,
C_Y + compat_zombie * COMP_SPC, {"comp_zombie"}},
{"Use exactly Doom's stairbuilding method", S_YESNO, m_null, C_X,
C_Y + compat_stairs * COMP_SPC, {"comp_stairs"}},
{"Use exactly Doom's floor motion behavior", S_YESNO, m_null, C_X,
C_Y + compat_floors * COMP_SPC, {"comp_floors"}},
{"Use exactly Doom's linedef trigger model", S_YESNO, m_null, C_X,
C_Y + compat_model * COMP_SPC, {"comp_model"}},
{"Linedef effects work with sector tag = 0", S_YESNO, m_null, C_X,
C_Y + compat_zerotags * COMP_SPC, {"comp_zerotags"}},
{"Cosmetic", S_SKIP|S_TITLE, m_null, C_X,
C_Y + compat_cosmetic * COMP_SPC},
{"Blazing doors make double closing sounds", S_YESNO|S_COSMETIC, m_null, C_X,
C_Y + compat_blazing * COMP_SPC, {"comp_blazing"}},
{"Tagged doors don't trigger special lighting", S_YESNO|S_COSMETIC, m_null, C_X,
C_Y + compat_doorlight * COMP_SPC, {"comp_doorlight"}},
{"Sky is unaffected by invulnerability", S_YESNO|S_COSMETIC, m_null, C_X,
C_Y + compat_skymap * COMP_SPC, {"comp_skymap"}},
{"Use Doom's main menu ordering", S_YESNO, m_null, C_X,
C_Y + compat_menu * COMP_SPC, {"traditional_menu"}, 0, M_ResetMenu},
{"<- PREV", S_SKIP|S_PREV, m_null, KB_PREV, C_Y+C_NEXTPREV,{comp_settings1}},
// Final entry
{0,S_SKIP|S_END,m_null}
};
// Setting up for the Compatibility screen. Turn on flags, set pointers,
// locate the first item on the screen where the cursor is allowed to
// land.
void M_Compat(int choice)
{
M_SetupNextMenu(&CompatDef);
setup_active = true;
setup_screen = ss_comp;
set_general_active = true;
setup_select = false;
default_verify = false;
setup_gather = false;
mult_screens_index = 0;
current_setup_menu = comp_settings[0];
set_menu_itemon = M_GetSetupMenuItemOn();
while (current_setup_menu[set_menu_itemon++].m_flags & S_SKIP);
current_setup_menu[--set_menu_itemon].m_flags |= S_HILITE;
}
// The drawing part of the Compatibility Setup initialization. Draw the
// background, title, instruction line, and items.
void M_DrawCompat(void)
{
inhelpscreens = true;
M_DrawBackground("FLOOR4_6", screens[0]); // Draw background
M_DrawTitle(52,2,"M_COMPAT","DOOM COMPATIBILITY");
M_DrawInstructions();
M_DrawScreenItems(current_setup_menu);
// If the Reset Button has been selected, an "Are you sure?" message
// is overlayed across everything else.
if (default_verify)
M_DrawDefVerify();
}
/////////////////////////////
//
// The Messages table.
#define M_X 230
#define M_Y 39
// killough 11/98: enumerated
enum {
mess_color_play,
mess_timer,
mess_color_chat,
mess_chat_timer,
mess_color_review,
mess_timed,
mess_hud_timer,
mess_lines,
mess_scrollup,
mess_background,
};
setup_menu_t mess_settings1[];
setup_menu_t* mess_settings[] =
{
mess_settings1,
NULL
};
setup_menu_t mess_settings1[] = // Messages screen
{
{"Message Color During Play", S_CRITEM, m_null, M_X,
M_Y + mess_color_play*8, {"hudcolor_mesg"}},
{"Message Duration During Play (ms)", S_NUM, m_null, M_X,
M_Y + mess_timer*8, {"message_timer"}},
{"Chat Message Color", S_CRITEM, m_null, M_X,
M_Y + mess_color_chat*8, {"hudcolor_chat"}},
{"Chat Message Duration (ms)", S_NUM, m_null, M_X,
M_Y + mess_chat_timer*8, {"chat_msg_timer"}},
{"Message Review Color", S_CRITEM, m_null, M_X,
M_Y + mess_color_review*8, {"hudcolor_list"}},
{"Message Listing Review is Temporary", S_YESNO, m_null, M_X,
M_Y + mess_timed*8, {"hud_msg_timed"}},
{"Message Review Duration (ms)", S_NUM, m_null, M_X,
M_Y + mess_hud_timer*8, {"hud_msg_timer"}},
{"Number of Review Message Lines", S_NUM, m_null, M_X,
M_Y + mess_lines*8, {"hud_msg_lines"}},
{"Message Listing Scrolls Upwards", S_YESNO, m_null, M_X,
M_Y + mess_scrollup*8, {"hud_msg_scrollup"}},
{"Message Background", S_YESNO, m_null, M_X,
M_Y + mess_background*8, {"hud_list_bgon"}},
// Button for resetting to defaults
{0,S_RESET,m_null,X_BUTTON,Y_BUTTON},
// Final entry
{0,S_SKIP|S_END,m_null}
};
// Setting up for the Messages screen. Turn on flags, set pointers,
// locate the first item on the screen where the cursor is allowed to
// land.
void M_Messages(int choice)
{
M_SetupNextMenu(&MessageDef);
setup_active = true;
setup_screen = ss_mess;
set_mess_active = true;
setup_select = false;
default_verify = false;
setup_gather = false;
mult_screens_index = 0;
current_setup_menu = mess_settings[0];
set_menu_itemon = M_GetSetupMenuItemOn();
while (current_setup_menu[set_menu_itemon++].m_flags & S_SKIP);
current_setup_menu[--set_menu_itemon].m_flags |= S_HILITE;
}
// The drawing part of the Messages Setup initialization. Draw the
// background, title, instruction line, and items.
void M_DrawMessages(void)
{
inhelpscreens = true;
M_DrawBackground("FLOOR4_6", screens[0]); // Draw background
M_DrawTitle(103,2,"M_MESS","MESSAGES");
M_DrawInstructions();
M_DrawScreenItems(current_setup_menu);
if (default_verify)
M_DrawDefVerify();
}
/////////////////////////////
//
// The Chat Strings table.
#define CS_X 20
#define CS_Y (31+8)
setup_menu_t chat_settings1[];
setup_menu_t* chat_settings[] =
{
chat_settings1,
NULL
};
setup_menu_t chat_settings1[] = // Chat Strings screen
{
{"1",S_CHAT,m_null,CS_X,CS_Y+ 1*8, {"chatmacro1"}},
{"2",S_CHAT,m_null,CS_X,CS_Y+ 2*8, {"chatmacro2"}},
{"3",S_CHAT,m_null,CS_X,CS_Y+ 3*8, {"chatmacro3"}},
{"4",S_CHAT,m_null,CS_X,CS_Y+ 4*8, {"chatmacro4"}},
{"5",S_CHAT,m_null,CS_X,CS_Y+ 5*8, {"chatmacro5"}},
{"6",S_CHAT,m_null,CS_X,CS_Y+ 6*8, {"chatmacro6"}},
{"7",S_CHAT,m_null,CS_X,CS_Y+ 7*8, {"chatmacro7"}},
{"8",S_CHAT,m_null,CS_X,CS_Y+ 8*8, {"chatmacro8"}},
{"9",S_CHAT,m_null,CS_X,CS_Y+ 9*8, {"chatmacro9"}},
{"0",S_CHAT,m_null,CS_X,CS_Y+10*8, {"chatmacro0"}},
// Button for resetting to defaults
{0,S_RESET,m_null,X_BUTTON,Y_BUTTON},
// Final entry
{0,S_SKIP|S_END,m_null}
};
// Setting up for the Chat Strings screen. Turn on flags, set pointers,
// locate the first item on the screen where the cursor is allowed to
// land.
void M_ChatStrings(int choice)
{
M_SetupNextMenu(&ChatStrDef);
setup_active = true;
setup_screen = ss_chat;
set_chat_active = true;
setup_select = false;
default_verify = false;
setup_gather = false;
mult_screens_index = 0;
current_setup_menu = chat_settings[0];
set_menu_itemon = M_GetSetupMenuItemOn();
while (current_setup_menu[set_menu_itemon++].m_flags & S_SKIP);
current_setup_menu[--set_menu_itemon].m_flags |= S_HILITE;
}
// The drawing part of the Chat Strings Setup initialization. Draw the
// background, title, instruction line, and items.
void M_DrawChatStrings(void)
{
inhelpscreens = true;
M_DrawBackground("FLOOR4_6", screens[0]); // Draw background
M_DrawTitle(83,2,"M_CHAT","CHAT STRINGS");
M_DrawInstructions();
M_DrawScreenItems(current_setup_menu);
// If the Reset Button has been selected, an "Are you sure?" message
// is overlayed across everything else.
if (default_verify)
M_DrawDefVerify();
}
/////////////////////////////
//
// General routines used by the Setup screens.
//
static boolean shiftdown = false; // phares 4/10/98: SHIFT key down or not
// phares 4/17/98:
// M_SelectDone() gets called when you have finished entering your
// Setup Menu item change.
void M_SelectDone(setup_menu_t* ptr)
{
ptr->m_flags &= ~S_SELECT;
ptr->m_flags |= S_HILITE;
S_StartSound(NULL,sfx_itemup);
setup_select = false;
colorbox_active = false;
if (print_warning_about_changes) // killough 8/15/98
print_warning_about_changes--;
}
// phares 4/21/98:
// Array of setup screens used by M_ResetDefaults()
static setup_menu_t **setup_screens[] =
{
keys_settings,
weap_settings,
stat_settings,
auto_settings,
enem_settings,
mess_settings,
chat_settings,
gen_settings, // killough 10/98
comp_settings,
};
// phares 4/19/98:
// M_ResetDefaults() resets all values for a setup screen to default values
//
// killough 10/98: rewritten to fix bugs and warn about pending changes
void M_ResetDefaults()
{
default_t *dp;
int warn = 0;
// Look through the defaults table and reset every variable that
// belongs to the group we're interested in.
//
// killough: However, only reset variables whose field in the
// current setup screen is the same as in the defaults table.
// i.e. only reset variables really in the current setup screen.
for (dp = defaults; dp->name; dp++)
if (dp->setupscreen == setup_screen)
{
setup_menu_t **l, *p;
for (l = setup_screens[setup_screen-1]; *l; l++)
for (p = *l; !(p->m_flags & S_END); p++)
if (p->m_flags & S_HASDEFPTR ? p->var.def == dp :
p->var.m_key == &dp->location->i ||
p->ident == dp->ident)
{
if (dp->type == string)
free(dp->location->s),
dp->location->s = strdup(dp->defaultvalue.s);
else if (dp->type == number)
dp->location->i = dp->defaultvalue.i;
else if (dp->type == input)
M_InputSet(dp->ident, dp->inputs);
if (p->m_flags & (S_LEVWARN | S_PRGWARN))
warn |= p->m_flags & (S_LEVWARN | S_PRGWARN);
else
if (dp->current)
{
if (allow_changes())
{
if (dp->type == string)
dp->current->s = dp->location->s;
else if (dp->type == number)
dp->current->i = dp->location->i;
}
else
warn |= S_LEVWARN;
}
if (p->action)
p->action();
goto end;
}
end:;
}
if (warn)
warn_about_changes(warn);
}
//
// M_InitDefaults()
//
// killough 11/98:
//
// This function converts all setup menu entries consisting of cfg
// variable names, into pointers to the corresponding default[]
// array entry. var.name becomes converted to var.def.
//
static void M_InitDefaults(void)
{
setup_menu_t *const *p, *t;
default_t *dp;
int i;
for (i = 0; i < ss_max-1; i++)
for (p = setup_screens[i]; *p; p++)
for (t = *p; !(t->m_flags & S_END); t++)
if (t->m_flags & S_HASDEFPTR)
{
if (!(dp = M_LookupDefault(t->var.name)))
I_Error("Could not find config variable \"%s\"", t->var.name);
else
(t->var.def = dp)->setup_menu = t;
}
}
//
// End of Setup Screens.
//
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
//
// Start of Extended HELP screens // phares 3/30/98
//
// The wad designer can define a set of extended HELP screens for their own
// information display. These screens should be 320x200 graphic lumps
// defined in a separate wad. They should be named "HELP01" through "HELP99".
// "HELP01" is shown after the regular BOOM Dynamic HELP screen, and ENTER
// and BACKSPACE keys move the player through the HELP set.
//
// Rather than define a set of menu definitions for each of the possible
// HELP screens, one definition is used, and is altered on the fly
// depending on what HELPnn lumps the game finds.
// phares 3/30/98:
// Extended Help Screen variables
int extended_help_count; // number of user-defined help screens found
int extended_help_index; // index of current extended help screen
menuitem_t ExtHelpMenu[] =
{
{1,"",M_ExtHelpNextScreen,0}
};
menu_t ExtHelpDef =
{
1, // # of menu items
&ReadDef1, // previous menu
ExtHelpMenu, // menuitem_t ->
M_DrawExtHelp, // drawing routine ->
330,181, // x,y
0 // lastOn
};
// M_ExtHelpNextScreen establishes the number of the next HELP screen in
// the series.
void M_ExtHelpNextScreen(int choice)
{
choice = 0;
if (++extended_help_index > extended_help_count)
{
// when finished with extended help screens, return to Main Menu
extended_help_index = 1;
M_SetupNextMenu(&MainDef);
}
}
// phares 3/30/98:
// Routine to look for HELPnn screens and create a menu
// definition structure that defines extended help screens.
void M_InitExtendedHelp(void)
{
int index,i;
char namebfr[] = "HELPnn"; // haleyjd: can't write into constant
extended_help_count = 0;
for (index = 1 ; index < 100 ; index++)
{
namebfr[4] = index/10 + 0x30;
namebfr[5] = index%10 + 0x30;
i = W_CheckNumForName(namebfr);
if (i == -1)
{
if (extended_help_count)
{
// Restore extended help functionality
// for all game versions
ExtHelpDef.prevMenu = &HelpDef; // previous menu
HelpMenu[0].routine = M_ExtHelp;
if (gamemode != commercial)
{
ReadMenu2[0].routine = M_ExtHelp;
}
}
return;
}
extended_help_count++;
}
}
// Initialization for the extended HELP screens.
void M_ExtHelp(int choice)
{
choice = 0;
extended_help_index = 1; // Start with first extended help screen
M_SetupNextMenu(&ExtHelpDef);
}
// Initialize the drawing part of the extended HELP screens.
void M_DrawExtHelp(void)
{
char namebfr[] = "HELPnn"; // [FG] char array!
inhelpscreens = true; // killough 5/1/98
namebfr[4] = extended_help_index/10 + 0x30;
namebfr[5] = extended_help_index%10 + 0x30;
V_DrawPatchFullScreen(0,W_CacheLumpName(namebfr,PU_CACHE));
}
//
// End of Extended HELP screens // phares 3/30/98
//
////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////
//
// Dynamic HELP screen // phares 3/2/98
//
// Rather than providing the static HELP screens from DOOM and its versions,
// BOOM provides the player with a dynamic HELP screen that displays the
// current settings of major key bindings.
//
// The Dynamic HELP screen is defined in a manner similar to that used for
// the Setup Screens above.
//
// M_GetKeyString finds the correct string to represent the key binding
// for the current item being drawn.
int M_GetKeyString(int c,int offset)
{
const char* s;
if (c >= 33 && c <= 126)
{
// The '=', ',', and '.' keys originally meant the shifted
// versions of those keys, but w/o having to shift them in
// the game. Any actions that are mapped to these keys will
// still mean their shifted versions. Could be changed later
// if someone can come up with a better way to deal with them.
if (c == '=') // probably means the '+' key?
c = '+';
else if (c == ',') // probably means the '<' key?
c = '<';
else if (c == '.') // probably means the '>' key?
c = '>';
menu_buffer[offset++] = c; // Just insert the ascii key
menu_buffer[offset] = 0;
}
else
{
// Retrieve 4-letter (max) string representing the key
s = M_GetNameForKey(c);
if (!s)
s = "JUNK";
strcpy(&menu_buffer[offset],s); // string to display
offset += strlen(s);
}
return offset;
}
//
// The Dynamic HELP screen table.
#define KT_X1 283
#define KT_X2 172
#define KT_X3 87
#define KT_Y1 2
#define KT_Y2 118
#define KT_Y3 102
setup_menu_t helpstrings[] = // HELP screen strings
{
{"SCREEN" ,S_SKIP|S_TITLE,m_null,KT_X1,KT_Y1},
{"HELP" ,S_SKIP|S_INPUT,m_null,KT_X1,KT_Y1+ 1*8,{0},input_help},
{"MENU" ,S_SKIP|S_INPUT,m_null,KT_X1,KT_Y1+ 2*8,{0},input_escape},
{"SETUP" ,S_SKIP|S_INPUT,m_null,KT_X1,KT_Y1+ 3*8,{0},input_setup},
{"PAUSE" ,S_SKIP|S_INPUT,m_null,KT_X1,KT_Y1+ 4*8,{0},input_pause},
{"AUTOMAP" ,S_SKIP|S_INPUT,m_null,KT_X1,KT_Y1+ 5*8,{0},input_map},
{"SOUND VOLUME",S_SKIP|S_INPUT,m_null,KT_X1,KT_Y1+ 6*8,{0},input_soundvolume},
{"HUD" ,S_SKIP|S_INPUT,m_null,KT_X1,KT_Y1+ 7*8,{0},input_hud},
{"MESSAGES" ,S_SKIP|S_INPUT,m_null,KT_X1,KT_Y1+ 8*8,{0},input_messages},
{"GAMMA FIX" ,S_SKIP|S_INPUT,m_null,KT_X1,KT_Y1+ 9*8,{0},input_gamma},
{"SPY" ,S_SKIP|S_INPUT,m_null,KT_X1,KT_Y1+10*8,{0},input_spy},
{"LARGER VIEW" ,S_SKIP|S_INPUT,m_null,KT_X1,KT_Y1+11*8,{0},input_zoomin},
{"SMALLER VIEW",S_SKIP|S_INPUT,m_null,KT_X1,KT_Y1+12*8,{0},input_zoomout},
{"SCREENSHOT" ,S_SKIP|S_INPUT,m_null,KT_X1,KT_Y1+13*8,{0},input_screenshot},
{"AUTOMAP" ,S_SKIP|S_TITLE,m_null,KT_X1,KT_Y2},
{"FOLLOW MODE" ,S_SKIP|S_INPUT,m_null,KT_X1,KT_Y2+ 1*8,{0},input_map_follow},
{"ZOOM IN" ,S_SKIP|S_INPUT,m_null,KT_X1,KT_Y2+ 2*8,{0},input_map_zoomin},
{"ZOOM OUT" ,S_SKIP|S_INPUT,m_null,KT_X1,KT_Y2+ 3*8,{0},input_map_zoomout},
{"MARK PLACE" ,S_SKIP|S_INPUT,m_null,KT_X1,KT_Y2+ 4*8,{0},input_map_mark},
{"CLEAR MARKS" ,S_SKIP|S_INPUT,m_null,KT_X1,KT_Y2+ 5*8,{0},input_map_clear},
{"FULL/ZOOM" ,S_SKIP|S_INPUT,m_null,KT_X1,KT_Y2+ 6*8,{0},input_map_gobig},
{"GRID" ,S_SKIP|S_INPUT,m_null,KT_X1,KT_Y2+ 7*8,{0},input_map_grid},
{"WEAPONS" ,S_SKIP|S_TITLE,m_null,KT_X3,KT_Y1},
{"FIST" ,S_SKIP|S_INPUT,m_null,KT_X3,KT_Y1+ 1*8,{0},input_weapon1},
{"PISTOL" ,S_SKIP|S_INPUT,m_null,KT_X3,KT_Y1+ 2*8,{0},input_weapon2},
{"SHOTGUN" ,S_SKIP|S_INPUT,m_null,KT_X3,KT_Y1+ 3*8,{0},input_weapon3},
{"CHAINGUN" ,S_SKIP|S_INPUT,m_null,KT_X3,KT_Y1+ 4*8,{0},input_weapon4},
{"ROCKET" ,S_SKIP|S_INPUT,m_null,KT_X3,KT_Y1+ 5*8,{0},input_weapon5},
{"PLASMA" ,S_SKIP|S_INPUT,m_null,KT_X3,KT_Y1+ 6*8,{0},input_weapon6},
{"BFG 9000" ,S_SKIP|S_INPUT,m_null,KT_X3,KT_Y1+ 7*8,{0},input_weapon7},
{"CHAINSAW" ,S_SKIP|S_INPUT,m_null,KT_X3,KT_Y1+ 8*8,{0},input_weapon8},
{"SSG" ,S_SKIP|S_INPUT,m_null,KT_X3,KT_Y1+ 9*8,{0},input_weapon9},
{"BEST" ,S_SKIP|S_INPUT,m_null,KT_X3,KT_Y1+10*8,{0},input_weapontoggle},
{"FIRE" ,S_SKIP|S_INPUT,m_null,KT_X3,KT_Y1+11*8,{0},input_fire},
{"MOVEMENT" ,S_SKIP|S_TITLE,m_null,KT_X3,KT_Y3},
{"FORWARD" ,S_SKIP|S_INPUT,m_null,KT_X3,KT_Y3+ 1*8,{0},input_forward},
{"BACKWARD" ,S_SKIP|S_INPUT,m_null,KT_X3,KT_Y3+ 2*8,{0},input_backward},
{"TURN LEFT" ,S_SKIP|S_INPUT,m_null,KT_X3,KT_Y3+ 3*8,{0},input_turnleft},
{"TURN RIGHT" ,S_SKIP|S_INPUT,m_null,KT_X3,KT_Y3+ 4*8,{0},input_turnright},
{"RUN" ,S_SKIP|S_INPUT,m_null,KT_X3,KT_Y3+ 5*8,{0},input_speed},
{"STRAFE LEFT" ,S_SKIP|S_INPUT,m_null,KT_X3,KT_Y3+ 6*8,{0},input_strafeleft},
{"STRAFE RIGHT",S_SKIP|S_INPUT,m_null,KT_X3,KT_Y3+ 7*8,{0},input_straferight},
{"STRAFE" ,S_SKIP|S_INPUT,m_null,KT_X3,KT_Y3+ 8*8,{0},input_strafe},
{"AUTORUN" ,S_SKIP|S_INPUT,m_null,KT_X3,KT_Y3+ 9*8,{0},input_autorun},
{"180 TURN" ,S_SKIP|S_INPUT,m_null,KT_X3,KT_Y3+10*8,{0},input_reverse},
{"USE" ,S_SKIP|S_INPUT,m_null,KT_X3,KT_Y3+11*8,{0},input_use},
{"GAME" ,S_SKIP|S_TITLE,m_null,KT_X2,KT_Y1},
{"SAVE" ,S_SKIP|S_INPUT,m_null,KT_X2,KT_Y1+ 1*8,{0},input_savegame},
{"LOAD" ,S_SKIP|S_INPUT,m_null,KT_X2,KT_Y1+ 2*8,{0},input_loadgame},
{"QUICKSAVE" ,S_SKIP|S_INPUT,m_null,KT_X2,KT_Y1+ 3*8,{0},input_quicksave},
{"END GAME" ,S_SKIP|S_INPUT,m_null,KT_X2,KT_Y1+ 4*8,{0},input_endgame},
{"QUICKLOAD" ,S_SKIP|S_INPUT,m_null,KT_X2,KT_Y1+ 5*8,{0},input_quickload},
{"QUIT" ,S_SKIP|S_INPUT,m_null,KT_X2,KT_Y1+ 6*8,{0},input_quit},
// Final entry
{0,S_SKIP|S_END,m_null}
};
#define SPACEWIDTH 4
// M_DrawMenuString() draws the string in menu_buffer[]
void M_DrawStringCR(int cx, int cy, char *color, const char* ch)
{
int w;
int c;
while (*ch)
{
c = *ch++; // get next char
c = toupper(c) - HU_FONTSTART;
if (c < 0 || c> HU_FONTSIZE)
{
cx += SPACEWIDTH; // space
continue;
}
w = SHORT (hu_font[c]->width);
if (cx + w > SCREENWIDTH)
break;
// V_DrawpatchTranslated() will draw the string in the
// desired color, colrngs[color]
V_DrawPatchTranslated(cx,cy,0,hu_font[c],color,0);
// The screen is cramped, so trim one unit from each
// character so they butt up against each other.
cx += w - 1;
}
}
void M_DrawString(int cx, int cy, int color, const char* ch)
{
return M_DrawStringCR(cx, cy, colrngs[color], ch);
}
void M_DrawStringDisable(int cx, int cy, const char* ch)
{
return M_DrawStringCR(cx, cy, (char *)&colormaps[0][256*15], ch);
}
// cph 2006/08/06 - M_DrawString() is the old M_DrawMenuString, except that it is not tied to menu_buffer
void M_DrawMenuString(int cx, int cy, int color)
{
return M_DrawString(cx, cy, color, menu_buffer);
}
// M_GetPixelWidth() returns the number of pixels in the width of
// the string, NOT the number of chars in the string.
int M_GetPixelWidth(char* ch)
{
int len = 0;
int c;
while (*ch)
{
c = *ch++; // pick up next char
c = toupper(c) - HU_FONTSTART;
if (c < 0 || c > HU_FONTSIZE)
{
len += SPACEWIDTH; // space
continue;
}
len += SHORT (hu_font[c]->width);
len--; // adjust so everything fits
}
len++; // replace what you took away on the last char only
return len;
}
//
// M_DrawHelp
//
// This displays the help screen
void M_DrawHelp (void)
{
// Display help screen from PWAD
int helplump;
if (gamemode == commercial)
helplump = W_CheckNumForName("HELP");
else
helplump = W_CheckNumForName("HELP1");
inhelpscreens = true; // killough 10/98
if (helplump < 0 || W_IsIWADLump(helplump))
{
M_DrawBackground("FLOOR4_6", screens[0]);
V_MarkRect (0,0,SCREENWIDTH,SCREENHEIGHT);
M_DrawScreenItems(helpstrings);
}
else
{
V_DrawPatchFullScreen(0, W_CacheLumpNum(helplump, PU_CACHE));
}
}
//
// End of Dynamic HELP screen // phares 3/2/98
//
////////////////////////////////////////////////////////////////////////////
enum {
prog,
art,
test, test_stub, test_stub2,
canine,
musicsfx, /*musicsfx_stub,*/
woof, // [FG] shamelessly add myself to the Credits page ;)
adcr, adcr_stub,
special, special_stub, special_stub2,
};
enum {
cr_prog=1,
cr_art,
cr_test,
cr_canine,
cr_musicsfx,
cr_woof, // [FG] shamelessly add myself to the Credits page ;)
cr_adcr,
cr_special,
};
#define CR_S 9
#define CR_X 152
#define CR_X2 (CR_X+8)
#define CR_Y 31
#define CR_SH 2
setup_menu_t cred_settings[]={
{"Programmer",S_SKIP|S_CREDIT,m_null, CR_X, CR_Y + CR_S*prog + CR_SH*cr_prog},
{"Lee Killough",S_SKIP|S_CREDIT|S_LEFTJUST,m_null, CR_X2, CR_Y + CR_S*prog + CR_SH*cr_prog},
{"Artist",S_SKIP|S_CREDIT,m_null, CR_X, CR_Y + CR_S*art + CR_SH*cr_art},
{"Len Pitre",S_SKIP|S_CREDIT|S_LEFTJUST,m_null, CR_X2, CR_Y + CR_S*art + CR_SH*cr_art},
{"PlayTesters",S_SKIP|S_CREDIT,m_null, CR_X, CR_Y + CR_S*test + CR_SH*cr_test},
{"Ky (Rez) Moffet",S_SKIP|S_CREDIT|S_LEFTJUST,m_null, CR_X2, CR_Y + CR_S*test + CR_SH*cr_test},
{"Len Pitre",S_SKIP|S_CREDIT|S_LEFTJUST,m_null, CR_X2, CR_Y + CR_S*(test+1) + CR_SH*cr_test},
{"James (Quasar) Haley",S_SKIP|S_CREDIT|S_LEFTJUST,m_null, CR_X2, CR_Y + CR_S*(test+2) + CR_SH*cr_test},
{"Canine Consulting",S_SKIP|S_CREDIT,m_null, CR_X, CR_Y + CR_S*canine + CR_SH*cr_canine},
{"Longplain Kennels, Reg'd",S_SKIP|S_CREDIT|S_LEFTJUST,m_null, CR_X2, CR_Y + CR_S*canine + CR_SH*cr_canine},
// haleyjd 05/12/09: changed Allegro credits to Team Eternity
{"SDL Port By",S_SKIP|S_CREDIT,m_null, CR_X, CR_Y + CR_S*musicsfx + CR_SH*cr_musicsfx},
{"Team Eternity",S_SKIP|S_CREDIT|S_LEFTJUST,m_null, CR_X2, CR_Y + CR_S*musicsfx + CR_SH*cr_musicsfx},
// [FG] shamelessly add myself to the Credits page ;)
{"Woof! by",S_SKIP|S_CREDIT,m_null, CR_X, CR_Y + CR_S*woof + CR_SH*cr_woof},
{"Fabian Greffrath",S_SKIP|S_CREDIT|S_LEFTJUST,m_null, CR_X2, CR_Y + CR_S*woof + CR_SH*cr_woof},
{"Additional Credit To",S_SKIP|S_CREDIT,m_null, CR_X, CR_Y + CR_S*adcr + CR_SH*cr_adcr},
{"id Software",S_SKIP|S_CREDIT|S_LEFTJUST,m_null, CR_X2, CR_Y + CR_S*adcr+CR_SH*cr_adcr},
{"TeamTNT",S_SKIP|S_CREDIT|S_LEFTJUST,m_null, CR_X2, CR_Y + CR_S*(adcr+1)+CR_SH*cr_adcr},
{"Special Thanks To",S_SKIP|S_CREDIT,m_null, CR_X, CR_Y + CR_S*special + CR_SH*cr_special},
{"John Romero",S_SKIP|S_CREDIT|S_LEFTJUST,m_null, CR_X2, CR_Y + CR_S*(special+0)+CR_SH*cr_special},
{"Joel Murdoch",S_SKIP|S_CREDIT|S_LEFTJUST,m_null, CR_X2, CR_Y + CR_S*(special+1)+CR_SH*cr_special},
{0,S_SKIP|S_END,m_null}
};
void M_DrawCredits(void) // killough 10/98: credit screen
{
char mbftext_s[32];
sprintf(mbftext_s, PROJECT_STRING);
inhelpscreens = true;
M_DrawBackground(gamemode==shareware ? "CEIL5_1" : "MFLR8_4", screens[0]);
M_DrawTitle(42,9,"MBFTEXT",mbftext_s);
V_MarkRect(0,0,SCREENWIDTH,SCREENHEIGHT);
M_DrawScreenItems(cred_settings);
}
enum
{
MENU_NULL,
MENU_UP,
MENU_DOWN,
MENU_LEFT,
MENU_RIGHT,
MENU_BACKSPACE,
MENU_ENTER,
MENU_ESCAPE,
MENU_CLEAR
};
/////////////////////////////////////////////////////////////////////////////
//
// M_Responder
//
// Examines incoming keystrokes and button pushes and determines some
// action based on the state of the system.
//
boolean M_Responder (event_t* ev)
{
int ch;
int action;
int i;
int s_input;
static int joywait = 0;
static int repeat = MENU_NULL;
ch = -1; // will be changed to a legit char if we're going to use it here
action = MENU_NULL;
// Process joystick input
if (ev->type == ev_joystick && joywait < I_GetTime())
{
if (repeat != MENU_NULL)
{
action = repeat;
ch = 0;
joywait = I_GetTime() + 2;
}
}
else if (ev->type == ev_joyb_up)
{
if (M_InputDeactivated(input_menu_up) ||
M_InputDeactivated(input_menu_down) ||
M_InputDeactivated(input_menu_right) ||
M_InputDeactivated(input_menu_left))
{
repeat = MENU_NULL;
}
}
else if (ev->type == ev_joyb_down)
{
ch = 0;
}
else
{
// Process mouse input
if (ev->type == ev_mouseb_down)
{
ch = 0; // meaningless, just to get you past the check for -1
}
else
// Process keyboard input
if (ev->type == ev_keydown)
{
ch = ev->data1; // phares 4/11/98:
if (ch == KEYD_RSHIFT) // For chat string processing, need
shiftdown = true; // to know when shift key is up or
} // down so you can get at the !,#,
else if (ev->type == ev_keyup) // etc. keys. Keydowns are allowed
if (ev->data1 == KEYD_RSHIFT) // past this point, but keyups aren't
shiftdown = false; // so we need to note the difference
} // here using the 'shiftdown' boolean.
if (ch == -1)
return false; // we can't use the event here
if (M_InputActivated(input_menu_up))
action = MENU_UP;
else if (M_InputActivated(input_menu_down))
action = MENU_DOWN;
else if (M_InputActivated(input_menu_left))
action = MENU_LEFT;
else if (M_InputActivated(input_menu_right))
action = MENU_RIGHT;
else if (M_InputActivated(input_menu_backspace))
action = MENU_BACKSPACE;
else if (M_InputActivated(input_menu_enter))
action = MENU_ENTER;
else if (M_InputActivated(input_menu_escape))
action = MENU_ESCAPE;
else if (M_InputActivated(input_menu_clear))
action = MENU_CLEAR;
if (ev->type == ev_joyb_down && action >= MENU_UP && action <= MENU_RIGHT)
{
repeat = action;
joywait = I_GetTime() + 15;
}
// Save Game string input
if (saveStringEnter)
{
if (action == MENU_BACKSPACE) // phares 3/7/98
{
if (saveCharIndex > 0)
{
saveCharIndex--;
savegamestrings[saveSlot][saveCharIndex] = 0;
}
}
else if (action == MENU_ESCAPE) // phares 3/7/98
{
saveStringEnter = 0;
strcpy(&savegamestrings[saveSlot][0],saveOldString);
}
else if (action == MENU_ENTER) // phares 3/7/98
{
saveStringEnter = 0;
if (savegamestrings[saveSlot][0])
M_DoSave(saveSlot);
}
else
{
ch = toupper(ch);
#if 0
// killough 11/98: removed useless code
if (ch != 32)
if (ch-HU_FONTSTART < 0 || ch-HU_FONTSTART >= HU_FONTSIZE)
; // if true, do nothing
#endif
if (ch >= 32 && ch <= 127 &&
saveCharIndex < SAVESTRINGSIZE-1 &&
M_StringWidth(savegamestrings[saveSlot]) < (SAVESTRINGSIZE-2)*8)
{
savegamestrings[saveSlot][saveCharIndex++] = ch;
savegamestrings[saveSlot][saveCharIndex] = 0;
}
}
return true;
}
// Take care of any messages that need input
if (messageToPrint)
{
if (action == MENU_ENTER)
ch = 'y';
if (messageNeedsInput == true &&
!(ch == ' ' || ch == 'n' || ch == 'y' || ch == key_escape ||
action == MENU_BACKSPACE)) // phares
return false;
menuactive = messageLastMenuActive;
messageToPrint = 0;
if (messageRoutine)
messageRoutine(ch);
menuactive = false;
S_StartSound(NULL,sfx_swtchx);
return true;
}
// killough 2/22/98: add support for screenshot key:
if ((devparm && ch == key_help) || M_InputActivated(input_screenshot))
{
G_ScreenShot ();
return true;
}
// If there is no active menu displayed...
if (!menuactive) // phares
{ // |
if (M_InputActivated(input_autorun)) // Autorun // V
{
autorun = !autorun;
players[consoleplayer].message =
autorun ? "Always Run On" :
"Always Run Off";
return true;
}
if (ch == key_help) // Help key
{
M_StartControlPanel ();
currentMenu = &HelpDef; // killough 10/98: new help screen
itemOn = 0;
S_StartSound(NULL,sfx_swtchn);
return true;
}
if (M_InputActivated(input_savegame)) // Save Game
{
M_StartControlPanel();
S_StartSound(NULL,sfx_swtchn);
M_SaveGame(0);
return true;
}
if (M_InputActivated(input_loadgame)) // Load Game
{
M_StartControlPanel();
S_StartSound(NULL,sfx_swtchn);
M_LoadGame(0);
return true;
}
if (M_InputActivated(input_soundvolume)) // Sound Volume
{
M_StartControlPanel ();
currentMenu = &SoundDef;
itemOn = sfx_vol;
S_StartSound(NULL,sfx_swtchn);
return true;
}
if (M_InputActivated(input_quicksave)) // Quicksave
{
S_StartSound(NULL,sfx_swtchn);
M_QuickSave();
return true;
}
if (M_InputActivated(input_endgame)) // End game
{
S_StartSound(NULL,sfx_swtchn);
M_EndGame(0);
return true;
}
if (M_InputActivated(input_messages)) // Toggle messages
{
M_ChangeMessages(0);
S_StartSound(NULL,sfx_swtchn);
return true;
}
if (M_InputActivated(input_quickload)) // Quickload
{
S_StartSound(NULL,sfx_swtchn);
M_QuickLoad();
return true;
}
if (M_InputActivated(input_quit)) // Quit DOOM
{
S_StartSound(NULL,sfx_swtchn);
M_QuitDOOM(0);
return true;
}
if (M_InputActivated(input_gamma)) // gamma toggle
{
usegamma++;
if (usegamma > 4)
usegamma = 0;
players[consoleplayer].message =
usegamma == 0 ? s_GAMMALVL0 :
usegamma == 1 ? s_GAMMALVL1 :
usegamma == 2 ? s_GAMMALVL2 :
usegamma == 3 ? s_GAMMALVL3 :
s_GAMMALVL4;
I_SetPalette (W_CacheLumpName ("PLAYPAL",PU_CACHE));
return true;
}
if (M_InputActivated(input_zoomout)) // zoom out
{
if (automapactive || chat_on)
return false;
M_SizeDisplay(0);
S_StartSound(NULL,sfx_stnmov);
return true;
}
if (M_InputActivated(input_zoomin)) // zoom in
{ // jff 2/23/98
if (automapactive || chat_on) // allow
return false; // key_hud==key_zoomin
M_SizeDisplay(1); // ^
S_StartSound(NULL,sfx_stnmov); // |
return true; // phares
}
if (M_InputActivated(input_hud)) // heads-up mode
{
if (automapactive || chat_on) // jff 2/22/98
return false; // HUD mode control
if (screenSize<8) // function on default F5
while (screenSize<8 || !hud_displayed) // make hud visible
M_SizeDisplay(1); // when configuring it
else
{
hud_displayed = 1; //jff 3/3/98 turn hud on
hud_active = (hud_active+1)%3; // cycle hud_active
if (!hud_active) //jff 3/4/98 add distributed
{
hud_distributed = !hud_distributed; // to cycle
HU_MoveHud(); //jff 3/9/98 move it now to avoid glitch
}
}
return true;
}
// killough 10/98: allow key shortcut into Setup menu
if (M_InputActivated(input_setup))
{
M_StartControlPanel();
S_StartSound(NULL,sfx_swtchn);
M_SetupNextMenu(&SetupDef);
return true;
}
// [FG] reload current level / go to next level
if (M_InputActivated(input_menu_reloadlevel))
{
if (G_ReloadLevel())
return true;
}
if (M_InputActivated(input_menu_nextlevel))
{
if (demoplayback && singledemo && !demoskip)
{
demoskip = true;
I_EnableWarp(true);
return true;
}
else if (G_GotoNextLevel())
return true;
}
}
// Pop-up Main menu?
if (!menuactive)
{
if (action == MENU_ESCAPE) // phares
{
M_StartControlPanel ();
S_StartSound(NULL,sfx_swtchn);
return true;
}
return false;
}
// [FG] delete a savegame
if (currentMenu == &LoadDef || currentMenu == &SaveDef)
{
if (delete_verify)
{
if (toupper(ch) == 'Y')
{
M_DeleteGame(itemOn);
S_StartSound(NULL,sfx_itemup);
delete_verify = false;
}
else if (toupper(ch) == 'N')
{
S_StartSound(NULL,sfx_itemup);
delete_verify = false;
}
return true;
}
}
// phares 3/26/98 - 4/11/98:
// Setup screen key processing
if (setup_active)
{
setup_menu_t* ptr1= current_setup_menu + set_menu_itemon;
setup_menu_t* ptr2 = NULL;
// phares 4/19/98:
// Catch the response to the 'reset to default?' verification
// screen
if (default_verify)
{
if (toupper(ch) == 'Y')
{
M_ResetDefaults();
default_verify = false;
M_SelectDone(ptr1);
}
else if (toupper(ch) == 'N')
{
default_verify = false;
M_SelectDone(ptr1);
}
return true;
}
// Common processing for some items
if (setup_select) // changing an entry
{
if (action == MENU_ESCAPE) // Exit key = no change
{
M_SelectDone(ptr1); // phares 4/17/98
setup_gather = false; // finished gathering keys, if any
return true;
}
if (ptr1->m_flags & S_YESNO) // yes or no setting?
{
if (action == MENU_ENTER)
{
ptr1->var.def->location->i = !ptr1->var.def->location->i; // killough 8/15/98
// phares 4/14/98:
// If not in demoplayback, demorecording, or netgame,
// and there's a second variable in var2, set that
// as well
// killough 8/15/98: add warning messages
if (ptr1->m_flags & (S_LEVWARN | S_PRGWARN))
warn_about_changes(ptr1->m_flags & // killough 10/98
(S_LEVWARN | S_PRGWARN));
else
if (ptr1->var.def->current)
{
if (allow_changes()) // killough 8/15/98
ptr1->var.def->current->i = ptr1->var.def->location->i;
else
if (ptr1->var.def->current->i != ptr1->var.def->location->i)
warn_about_changes(S_LEVWARN); // killough 8/15/98
}
if (ptr1->action) // killough 10/98
ptr1->action();
}
M_SelectDone(ptr1); // phares 4/17/98
return true;
}
// [FG] selection of choices
if (ptr1->m_flags & S_CHOICE)
{
int value = ptr1->var.def->location->i;
if (action == MENU_LEFT)
{
value--;
if (ptr1->var.def->limit.min != UL &&
value < ptr1->var.def->limit.min)
value = ptr1->var.def->limit.min;
if (ptr1->var.def->location->i != value)
S_StartSound(NULL,sfx_pstop);
ptr1->var.def->location->i = value;
}
if (action == MENU_RIGHT)
{
value++;
if (ptr1->var.def->limit.max != UL &&
value > ptr1->var.def->limit.max)
value = ptr1->var.def->limit.max;
if (ptr1->var.def->location->i != value)
S_StartSound(NULL,sfx_pstop);
ptr1->var.def->location->i = value;
}
if (action == MENU_ENTER)
{
if (ptr1->m_flags & (S_LEVWARN | S_PRGWARN))
warn_about_changes(ptr1->m_flags & (S_LEVWARN | S_PRGWARN));
else
if (ptr1->var.def->current)
{
if (allow_changes())
ptr1->var.def->current->i = ptr1->var.def->location->i;
else
if (ptr1->var.def->current->i != ptr1->var.def->location->i)
warn_about_changes(S_LEVWARN);
}
if (ptr1->action)
ptr1->action();
M_SelectDone(ptr1);
}
return true;
}
if (ptr1->m_flags & S_CRITEM)
{
if (action != MENU_ENTER)
{
ch -= 0x30; // out of ascii
if (ch < 0 || ch > 9)
return true; // ignore
ptr1->var.def->location->i = ch;
}
if (ptr1->action) // killough 10/98
ptr1->action();
M_SelectDone(ptr1); // phares 4/17/98
return true;
}
if (ptr1->m_flags & S_NUM) // number?
{
if (setup_gather) // gathering keys for a value?
{
// killough 10/98: Allow negatives, and use a more
// friendly input method (e.g. don't clear value early,
// allow backspace, and return to original value if bad
// value is entered).
if (action == MENU_ENTER)
{
if (gather_count) // Any input?
{
int value;
gather_buffer[gather_count] = 0;
value = atoi(gather_buffer); // Integer value
if ((ptr1->var.def->limit.min != UL &&
value < ptr1->var.def->limit.min) ||
(ptr1->var.def->limit.max != UL &&
value > ptr1->var.def->limit.max))
warn_about_changes(S_BADVAL);
else
{
ptr1->var.def->location->i = value;
// killough 8/9/98: fix numeric vars
// killough 8/15/98: add warning message
if (ptr1->m_flags & (S_LEVWARN | S_PRGWARN))
warn_about_changes(ptr1->m_flags &
(S_LEVWARN | S_PRGWARN));
else
if (ptr1->var.def->current)
{
if (allow_changes()) // killough 8/15/98
ptr1->var.def->current->i = value;
else
if (ptr1->var.def->current->i != value)
warn_about_changes(S_LEVWARN);
}
if (ptr1->action) // killough 10/98
ptr1->action();
}
}
M_SelectDone(ptr1); // phares 4/17/98
setup_gather = false; // finished gathering keys
return true;
}
if (action == MENU_BACKSPACE && gather_count)
{
gather_count--;
return true;
}
if (gather_count >= MAXGATHER)
return true;
if (!isdigit(ch) && ch != '-')
return true; // ignore
// killough 10/98: character-based numerical input
gather_buffer[gather_count++] = ch;
}
return true;
}
}
// Key Bindings
s_input = (ptr1->m_flags & S_INPUT) ? ptr1->ident : 0;
if (set_keybnd_active) // on a key binding setup screen
if (setup_select) // incoming key or button gets bound
{
if (ev->type == ev_joyb_down)
{
int i,group;
boolean search = true;
if (!s_input)
return true; // not a legal action here (yet)
// see if the button is already bound elsewhere. if so, you
// have to swap bindings so the action where it's currently
// bound doesn't go dead. Since there is more than one
// keybinding screen, you have to search all of them for
// any duplicates. You're only interested in the items
// that belong to the same group as the one you're changing.
group = ptr1->m_group;
if ((ch = ev->data1) == -1)
return true;
for (i = 0 ; keys_settings[i] && search ; i++)
for (ptr2 = keys_settings[i] ; !(ptr2->m_flags & S_END) ; ptr2++)
if (ptr2->m_group == group && ptr1 != ptr2)
if (ptr2->m_flags & S_INPUT)
if (M_InputMatchJoyB(ptr2->ident, ch))
{
M_InputRemoveJoyB(ptr2->ident, ch);
search = false;
break;
}
if (!M_InputAddJoyB(s_input, ch))
{
M_InputReset(s_input);
M_InputAddJoyB(s_input, ch);
}
}
else if (ev->type == ev_mouseb_down)
{
int i,group;
boolean search = true;
if (!s_input)
return true; // not a legal action here (yet)
// see if the button is already bound elsewhere. if so, you
// have to swap bindings so the action where it's currently
// bound doesn't go dead. Since there is more than one
// keybinding screen, you have to search all of them for
// any duplicates. You're only interested in the items
// that belong to the same group as the one you're changing.
group = ptr1->m_group;
if ((ch = ev->data1) == -1)
return true;
for (i = 0 ; keys_settings[i] && search ; i++)
for (ptr2 = keys_settings[i] ; !(ptr2->m_flags & S_END) ; ptr2++)
if (ptr2->m_group == group && ptr1 != ptr2)
if (ptr2->m_flags & S_INPUT)
if (M_InputMatchMouseB(ptr2->ident, ch))
{
M_InputRemoveMouseB(ptr2->ident, ch);
search = false;
break;
}
if (!M_InputAddMouseB(s_input, ch))
{
M_InputReset(s_input);
M_InputAddMouseB(s_input, ch);
}
}
else if (ev->type == ev_keydown) // keyboard key
{
int i,group;
boolean search = true;
// see if 'ch' is already bound elsewhere. if so, you have
// to swap bindings so the action where it's currently
// bound doesn't go dead. Since there is more than one
// keybinding screen, you have to search all of them for
// any duplicates. You're only interested in the items
// that belong to the same group as the one you're changing.
// if you find that you're trying to swap with an action
// that has S_KEEP set, you can't bind ch; it's already
// bound to that S_KEEP action, and that action has to
// keep that key.
group = ptr1->m_group;
for (i = 0 ; keys_settings[i] && search ; i++)
for (ptr2 = keys_settings[i] ; !(ptr2->m_flags & S_END) ; ptr2++)
if (ptr2->m_flags & (S_INPUT|S_KEEP) &&
ptr2->m_group == group &&
ptr1 != ptr2)
if (M_InputMatchKey(ptr2->ident, ch))
{
if (ptr2->m_flags & S_KEEP)
return true; // can't have it!
M_InputRemoveKey(ptr2->ident, ch);
search = false;
break;
}
if (!M_InputAddKey(s_input, ch))
{
M_InputReset(s_input);
M_InputAddKey(s_input, ch);
}
}
M_SelectDone(ptr1); // phares 4/17/98
return true;
}
// Weapons
if (set_weapon_active) // on the weapons setup screen
if (setup_select) // changing an entry
{
if (action != MENU_ENTER)
{
ch -= '0'; // out of ascii
if (ch < 1 || ch > 9)
return true; // ignore
// Plasma and BFG don't exist in shareware
// killough 10/98: allow it anyway, since this
// isn't the game itself, just setting preferences
// see if 'ch' is already assigned elsewhere. if so,
// you have to swap assignments.
// killough 11/98: simplified
for (i = 0; (ptr2 = weap_settings[i]); i++)
for (; !(ptr2->m_flags & S_END); ptr2++)
if (ptr2->m_flags & S_WEAP &&
ptr2->var.def->location->i == ch && ptr1 != ptr2)
{
ptr2->var.def->location->i = ptr1->var.def->location->i;
goto end;
}
end:
ptr1->var.def->location->i = ch;
}
M_SelectDone(ptr1); // phares 4/17/98
return true;
}
// Automap
if (set_auto_active) // on the automap setup screen
if (setup_select) // incoming key
{
if (action == MENU_DOWN)
{
if (++color_palette_y == 16)
color_palette_y = 0;
S_StartSound(NULL,sfx_itemup);
return true;
}
if (action == MENU_UP)
{
if (--color_palette_y < 0)
color_palette_y = 15;
S_StartSound(NULL,sfx_itemup);
return true;
}
if (action == MENU_LEFT)
{
if (--color_palette_x < 0)
color_palette_x = 15;
S_StartSound(NULL,sfx_itemup);
return true;
}
if (action == MENU_RIGHT)
{
if (++color_palette_x == 16)
color_palette_x = 0;
S_StartSound(NULL,sfx_itemup);
return true;
}
if (action == MENU_ENTER)
{
ptr1->var.def->location->i = color_palette_x + 16*color_palette_y;
M_SelectDone(ptr1); // phares 4/17/98
colorbox_active = false;
return true;
}
}
// killough 10/98: consolidate handling into one place:
if (setup_select &&
set_enemy_active | set_general_active | set_chat_active |
set_mess_active | set_status_active | set_compat_active)
{
if (ptr1->m_flags & S_STRING) // creating/editing a string?
{
if (action == MENU_BACKSPACE) // backspace and DEL
{
if (chat_string_buffer[chat_index] == 0)
{
if (chat_index > 0)
chat_string_buffer[--chat_index] = 0;
}
// shift the remainder of the text one char left
else
strcpy(&chat_string_buffer[chat_index],
&chat_string_buffer[chat_index+1]);
}
else if (action == MENU_LEFT) // move cursor left
{
if (chat_index > 0)
chat_index--;
}
else if (action == MENU_RIGHT) // move cursor right
{
if (chat_string_buffer[chat_index] != 0)
chat_index++;
}
else if ((action == MENU_ENTER) ||
(action == MENU_ESCAPE))
{
ptr1->var.def->location->s = chat_string_buffer;
M_SelectDone(ptr1); // phares 4/17/98
}
// Adding a char to the text. Has to be a printable
// char, and you can't overrun the buffer. If the
// chat string gets larger than what the screen can hold,
// it is dealt with when the string is drawn (above).
else if ((ch >= 32) && (ch <= 126))
if ((chat_index+1) < CHAT_STRING_BFR_SIZE)
{
if (shiftdown)
ch = shiftxform[ch];
if (chat_string_buffer[chat_index] == 0)
{
chat_string_buffer[chat_index++] = ch;
chat_string_buffer[chat_index] = 0;
}
else
chat_string_buffer[chat_index++] = ch;
}
return true;
}
M_SelectDone(ptr1); // phares 4/17/98
return true;
}
// Not changing any items on the Setup screens. See if we're
// navigating the Setup menus or selecting an item to change.
if (action == MENU_DOWN)
{
ptr1->m_flags &= ~S_HILITE; // phares 4/17/98
do
if (ptr1->m_flags & S_END)
{
set_menu_itemon = 0;
ptr1 = current_setup_menu;
}
else
{
set_menu_itemon++;
ptr1++;
}
while (ptr1->m_flags & S_SKIP);
M_SelectDone(ptr1); // phares 4/17/98
return true;
}
if (action == MENU_UP)
{
ptr1->m_flags &= ~S_HILITE; // phares 4/17/98
do
{
if (set_menu_itemon == 0)
do
set_menu_itemon++;
while(!((current_setup_menu + set_menu_itemon)->m_flags & S_END));
set_menu_itemon--;
}
while((current_setup_menu + set_menu_itemon)->m_flags & S_SKIP);
M_SelectDone(current_setup_menu + set_menu_itemon); // phares 4/17/98
return true;
}
// [FG] clear key bindings with the DEL key
if (action == MENU_CLEAR)
{
if (ptr1->m_flags & S_INPUT)
{
M_InputReset(ptr1->ident);
}
if (ptr1->m_flags & S_KEEP)
{
action = MENU_ENTER;
}
else
{
return true;
}
}
if (action == MENU_ENTER)
{
int flags = ptr1->m_flags;
// You've selected an item to change. Highlight it, post a new
// message about what to do, and get ready to process the
// change.
//
// killough 10/98: use friendlier char-based input buffer
if (flags & S_DISABLE)
{
S_StartSound(NULL,sfx_oof);
return true;
}
else if (flags & S_NUM)
{
setup_gather = true;
print_warning_about_changes = false;
gather_count = 0;
}
else if (flags & S_COLOR)
{
int color = ptr1->var.def->location->i;
if (color < 0 || color > 255) // range check the value
color = 0; // 'no show' if invalid
color_palette_x = ptr1->var.def->location->i & 15;
color_palette_y = ptr1->var.def->location->i >> 4;
colorbox_active = true;
}
else if (flags & S_STRING)
{
// copy chat string into working buffer; trim if needed.
// free the old chat string memory and replace it with
// the (possibly larger) new memory for editing purposes
//
// killough 10/98: fix bugs, simplify
chat_string_buffer = malloc(CHAT_STRING_BFR_SIZE);
strncpy(chat_string_buffer,
ptr1->var.def->location->s, CHAT_STRING_BFR_SIZE);
// guarantee null delimiter
chat_string_buffer[CHAT_STRING_BFR_SIZE-1] = 0;
// set chat table pointer to working buffer
// and free old string's memory.
free(ptr1->var.def->location->s);
ptr1->var.def->location->s = chat_string_buffer;
chat_index = 0; // current cursor position in chat_string_buffer
}
else if (flags & S_RESET)
default_verify = true;
ptr1->m_flags |= S_SELECT;
setup_select = true;
S_StartSound(NULL,sfx_itemup);
return true;
}
if ((action == MENU_ESCAPE) || (action == MENU_BACKSPACE))
{
M_SetSetupMenuItemOn(set_menu_itemon);
if (action == MENU_ESCAPE) // Clear all menus
M_ClearMenus();
else // key_menu_backspace = return to Setup Menu
if (currentMenu->prevMenu)
{
currentMenu = currentMenu->prevMenu;
itemOn = currentMenu->lastOn;
S_StartSound(NULL,sfx_swtchn);
}
ptr1->m_flags &= ~(S_HILITE|S_SELECT);// phares 4/19/98
setup_active = false;
set_keybnd_active = false;
set_weapon_active = false;
set_status_active = false;
set_auto_active = false;
set_enemy_active = false;
set_mess_active = false;
set_chat_active = false;
colorbox_active = false;
default_verify = false; // phares 4/19/98
set_general_active = false; // killough 10/98
set_compat_active = false; // killough 10/98
HU_Start(); // catch any message changes // phares 4/19/98
S_StartSound(NULL,sfx_swtchx);
return true;
}
// Some setup screens may have multiple screens.
// When there are multiple screens, m_prev and m_next items need to
// be placed on the appropriate screen tables so the user can
// move among the screens using the left and right arrow keys.
// The m_var1 field contains a pointer to the appropriate screen
// to move to.
if (action == MENU_LEFT)
{
ptr2 = ptr1;
do
{
ptr2++;
if (ptr2->m_flags & S_PREV)
{
ptr1->m_flags &= ~S_HILITE;
mult_screens_index--;
M_SetSetupMenuItemOn(set_menu_itemon);
current_setup_menu = ptr2->var.menu;
set_menu_itemon = M_GetSetupMenuItemOn();
print_warning_about_changes = false; // killough 10/98
while (current_setup_menu[set_menu_itemon++].m_flags&S_SKIP);
current_setup_menu[--set_menu_itemon].m_flags |= S_HILITE;
S_StartSound(NULL,sfx_pstop); // killough 10/98
return true;
}
}
while (!(ptr2->m_flags & S_END));
}
if (action == MENU_RIGHT)
{
ptr2 = ptr1;
do
{
ptr2++;
if (ptr2->m_flags & S_NEXT)
{
ptr1->m_flags &= ~S_HILITE;
mult_screens_index++;
M_SetSetupMenuItemOn(set_menu_itemon);
current_setup_menu = ptr2->var.menu;
set_menu_itemon = M_GetSetupMenuItemOn();
print_warning_about_changes = false; // killough 10/98
while (current_setup_menu[set_menu_itemon++].m_flags&S_SKIP);
current_setup_menu[--set_menu_itemon].m_flags |= S_HILITE;
S_StartSound(NULL,sfx_pstop); // killough 10/98
return true;
}
}
while (!(ptr2->m_flags & S_END));
}
} // End of Setup Screen processing
// From here on, these navigation keys are used on the BIG FONT menus
// like the Main Menu.
if (action == MENU_DOWN) // phares 3/7/98
{
do
{
if (itemOn+1 > currentMenu->numitems-1)
itemOn = 0;
else
itemOn++;
S_StartSound(NULL,sfx_pstop);
}
while(currentMenu->menuitems[itemOn].status==-1);
return true;
}
if (action == MENU_UP) // phares 3/7/98
{
do
{
if (!itemOn)
itemOn = currentMenu->numitems-1;
else
itemOn--;
S_StartSound(NULL,sfx_pstop);
}
while(currentMenu->menuitems[itemOn].status==-1);
return true;
}
if (action == MENU_LEFT) // phares 3/7/98
{
if (currentMenu->menuitems[itemOn].routine &&
currentMenu->menuitems[itemOn].status == 2)
{
S_StartSound(NULL,sfx_stnmov);
currentMenu->menuitems[itemOn].routine(0);
}
return true;
}
if (action == MENU_RIGHT) // phares 3/7/98
{
if (currentMenu->menuitems[itemOn].routine &&
currentMenu->menuitems[itemOn].status == 2)
{
S_StartSound(NULL,sfx_stnmov);
currentMenu->menuitems[itemOn].routine(1);
}
return true;
}
if (action == MENU_ENTER) // phares 3/7/98
{
if (currentMenu->menuitems[itemOn].routine &&
currentMenu->menuitems[itemOn].status)
{
currentMenu->lastOn = itemOn;
if (currentMenu->menuitems[itemOn].status == 2)
{
currentMenu->menuitems[itemOn].routine(1); // right arrow
S_StartSound(NULL,sfx_stnmov);
}
else
{
currentMenu->menuitems[itemOn].routine(itemOn);
S_StartSound(NULL,sfx_pistol);
}
}
else
S_StartSound(NULL,sfx_oof); // [FG] disabled menu item
//jff 3/24/98 remember last skill selected
// killough 10/98 moved to skill-specific functions
return true;
}
if (action == MENU_ESCAPE) // phares 3/7/98
{
currentMenu->lastOn = itemOn;
M_ClearMenus ();
S_StartSound(NULL,sfx_swtchx);
return true;
}
if (action == MENU_BACKSPACE) // phares 3/7/98
{
currentMenu->lastOn = itemOn;
// phares 3/30/98:
// add checks to see if you're in the extended help screens
// if so, stay with the same menu definition, but bump the
// index back one. if the index bumps back far enough ( == 0)
// then you can return to the Read_Thisn menu definitions
if (currentMenu->prevMenu)
{
if (currentMenu == &ExtHelpDef)
{
if (--extended_help_index == 0)
{
currentMenu = currentMenu->prevMenu;
extended_help_index = 1; // reset
}
}
else
currentMenu = currentMenu->prevMenu;
itemOn = currentMenu->lastOn;
S_StartSound(NULL,sfx_swtchn);
}
return true;
}
// [FG] delete a savegame
else if (action == MENU_CLEAR)
{
if (currentMenu == &LoadDef || currentMenu == &SaveDef)
{
if (LoadMenu[itemOn].status)
{
S_StartSound(NULL,sfx_itemup);
currentMenu->lastOn = itemOn;
delete_verify = true;
return true;
}
else
{
S_StartSound(NULL,sfx_oof);
}
}
}
else
{
for (i = itemOn+1;i < currentMenu->numitems;i++)
if (currentMenu->menuitems[i].alphaKey == ch)
{
itemOn = i;
S_StartSound(NULL,sfx_pstop);
return true;
}
for (i = 0;i <= itemOn;i++)
if (currentMenu->menuitems[i].alphaKey == ch)
{
itemOn = i;
S_StartSound(NULL,sfx_pstop);
return true;
}
}
return false;
}
//
// End of M_Responder
//
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
//
// General Routines
//
// This displays the Main menu and gets the menu screens rolling.
// Plus a variety of routines that control the Big Font menu display.
// Plus some initialization for game-dependant situations.
void M_StartControlPanel (void)
{
// intro might call this repeatedly
if (menuactive)
return;
//jff 3/24/98 make default skill menu choice follow -skill or defaultskill
//from command line or config file
//
// killough 10/98:
// Fix to make "always floating" with menu selections, and to always follow
// defaultskill, instead of -skill.
NewDef.lastOn = defaultskill - 1;
default_verify = 0; // killough 10/98
menuactive = 1;
currentMenu = &MainDef; // JDC
itemOn = currentMenu->lastOn; // JDC
print_warning_about_changes = false; // killough 11/98
}
//
// M_Drawer
// Called after the view has been rendered,
// but before it has been blitted.
//
// killough 9/29/98: Significantly reformatted source
//
void M_Drawer (void)
{
inhelpscreens = false;
// Horiz. & Vertically center string and print it.
// killough 9/29/98: simplified code, removed 40-character width limit
if(messageToPrint)
{
// haleyjd 11/11/04: must strdup message, cannot write into
// string constants!
char *d = strdup(messageString);
char *p;
int y = 100 - M_StringHeight(messageString)/2;
p = d;
while(*p)
{
char *string = p, c;
while((c = *p) && *p != '\n')
p++;
*p = 0;
M_WriteText(160 - M_StringWidth(string)/2, y, string);
y += SHORT(hu_font[0]->height);
if ((*p = c))
p++;
}
// haleyjd 11/11/04: free duplicate string
free(d);
}
else if(menuactive)
{
int x,y,max,i;
if (currentMenu->routine)
currentMenu->routine(); // call Draw routine
// DRAW MENU
x = currentMenu->x;
y = currentMenu->y;
max = currentMenu->numitems;
// [FG] check current menu for missing menu graphics lumps - only once
if (currentMenu->lumps_missing == 0)
{
for (i = 0; i < max; i++)
if (currentMenu->menuitems[i].name[0])
if (W_CheckNumForName(currentMenu->menuitems[i].name) < 0)
currentMenu->lumps_missing++;
// [FG] no lump missing, no need to check again
if (currentMenu->lumps_missing == 0)
currentMenu->lumps_missing = -1;
}
// [FG] at least one menu graphics lump is missing, draw alternative text
if (currentMenu->lumps_missing > 0)
{
for (i = 0; i < max; i++)
{
char *alttext = currentMenu->menuitems[i].alttext;
if (alttext)
M_DrawStringCR(x, y+8-(M_StringHeight(alttext)/2),
currentMenu->menuitems[i].status == 0 ? (char *)&colormaps[0][256*15] : cr_red,alttext);
y += LINEHEIGHT;
}
}
else
for (i=0;i<max;i++)
{
if (currentMenu->menuitems[i].name[0])
V_DrawPatchTranslated(x,y,0,
W_CacheLumpName(currentMenu->menuitems[i].name,PU_CACHE),
currentMenu->menuitems[i].status == 0 ? (char *)&colormaps[0][256*15] : cr_red,0);
y += LINEHEIGHT;
}
// DRAW SKULL
V_DrawPatchDirect(x + SKULLXOFF,
currentMenu->y - 5 + itemOn*LINEHEIGHT,0,
W_CacheLumpName(skullName[whichSkull],PU_CACHE));
}
}
//
// M_ClearMenus
//
// Called when leaving the menu screens for the real world
void M_ClearMenus (void)
{
menuactive = 0;
print_warning_about_changes = 0; // killough 8/15/98
default_verify = 0; // killough 10/98
// if (!netgame && usergame && paused)
// sendpause = true;
}
//
// M_SetupNextMenu
//
void M_SetupNextMenu(menu_t *menudef)
{
currentMenu = menudef;
itemOn = currentMenu->lastOn;
}
/////////////////////////////
//
// M_Ticker
//
void M_Ticker (void)
{
if (--skullAnimCounter <= 0)
{
whichSkull ^= 1;
skullAnimCounter = 8;
}
}
/////////////////////////////
//
// Message Routines
//
void M_StartMessage (char* string,void* routine,boolean input)
{
messageLastMenuActive = menuactive;
messageToPrint = 1;
messageString = string;
messageRoutine = routine;
messageNeedsInput = input;
menuactive = true;
return;
}
void M_StopMessage(void)
{
menuactive = messageLastMenuActive;
messageToPrint = 0;
}
/////////////////////////////
//
// Thermometer Routines
//
//
// M_DrawThermo draws the thermometer graphic for Mouse Sensitivity,
// Sound Volume, etc.
//
void M_DrawThermo(int x,int y,int thermWidth,int thermDot )
{
int xx;
int i;
char num[4];
xx = x;
V_DrawPatchDirect (xx,y,0,W_CacheLumpName("M_THERML",PU_CACHE));
xx += 8;
for (i=0;i<thermWidth;i++)
{
V_DrawPatchDirect (xx,y,0,W_CacheLumpName("M_THERMM",PU_CACHE));
xx += 8;
}
V_DrawPatchDirect (xx,y,0,W_CacheLumpName("M_THERMR",PU_CACHE));
// [FG] write numerical values next to thermometer
M_snprintf(num, 4, "%3d", thermDot);
M_WriteText(xx + 8, y + 3, num);
// [FG] do not crash anymore if value exceeds thermometer range
if (thermDot >= thermWidth)
thermDot = thermWidth - 1;
V_DrawPatchDirect ((x+8) + thermDot*8,y,
0,W_CacheLumpName("M_THERMO",PU_CACHE));
}
//
// Draw an empty cell in the thermometer
//
void M_DrawEmptyCell (menu_t* menu,int item)
{
V_DrawPatchDirect (menu->x - 10,menu->y+item*LINEHEIGHT - 1, 0,
W_CacheLumpName("M_CELL1",PU_CACHE));
}
//
// Draw a full cell in the thermometer
//
void M_DrawSelCell (menu_t* menu,int item)
{
V_DrawPatchDirect (menu->x - 10,menu->y+item*LINEHEIGHT - 1, 0,
W_CacheLumpName("M_CELL2",PU_CACHE));
}
/////////////////////////////
//
// String-drawing Routines
//
//
// Find string width from hu_font chars
//
int M_StringWidth(char* string)
{
int i, c, w = 0;
for (i = 0;i < strlen(string);i++)
w += (c = toupper(string[i]) - HU_FONTSTART) < 0 || c >= HU_FONTSIZE ?
4 : SHORT(hu_font[c]->width);
return w;
}
//
// Find string height from hu_font chars
//
int M_StringHeight(char* string)
{
int i, h, height = h = SHORT(hu_font[0]->height);
for (i = 0;string[i];i++) // killough 1/31/98
if (string[i] == '\n')
h += height;
return h;
}
//
// Write a string using the hu_font
//
void M_WriteText (int x,int y,char* string)
{
int w;
char* ch;
int c;
int cx;
int cy;
ch = string;
cx = x;
cy = y;
while(1)
{
c = *ch++;
if (!c)
break;
if (c == '\n')
{
cx = x;
cy += 12;
continue;
}
c = toupper(c) - HU_FONTSTART;
if (c < 0 || c>= HU_FONTSIZE)
{
cx += 4;
continue;
}
w = SHORT (hu_font[c]->width);
if (cx+w > SCREENWIDTH)
break;
V_DrawPatchDirect(cx, cy, 0, hu_font[c]);
cx+=w;
}
}
// [FG] alternative text for missing menu graphics lumps
void M_DrawTitle(int x, int y, const char *patch, char *alttext)
{
if (W_CheckNumForName(patch) >= 0)
V_DrawPatchDirect(x,y,0,W_CacheLumpName(patch,PU_CACHE));
else
{
// patch doesn't exist, draw some text in place of it
strcpy(menu_buffer,alttext);
M_DrawMenuString(160-(M_StringWidth(alttext)/2),
y+8-(M_StringHeight(alttext)/2), // assumes patch height 16
CR_TITLE);
}
}
/////////////////////////////
//
// Initialization Routines to take care of one-time setup
//
// phares 4/08/98:
// M_InitHelpScreen() clears the weapons from the HELP
// screen that don't exist in this version of the game.
void M_InitHelpScreen()
{
setup_menu_t* src;
src = helpstrings;
while (!(src->m_flags & S_END))
{
if ((strncmp(src->m_text,"PLASMA",6) == 0) && (gamemode == shareware))
src->m_flags = S_SKIP; // Don't show setting or item
if ((strncmp(src->m_text,"BFG",3) == 0) && (gamemode == shareware))
src->m_flags = S_SKIP; // Don't show setting or item
if ((strncmp(src->m_text,"SSG",3) == 0) && (gamemode != commercial))
src->m_flags = S_SKIP; // Don't show setting or item
src++;
}
}
//
// M_Init
//
void M_Init(void)
{
M_InitDefaults(); // killough 11/98
currentMenu = &MainDef;
menuactive = 0;
itemOn = currentMenu->lastOn;
whichSkull = 0;
skullAnimCounter = 10;
screenSize = screenblocks - 3;
messageToPrint = 0;
messageString = NULL;
messageLastMenuActive = menuactive;
quickSaveSlot = -1;
// Here we could catch other version dependencies,
// like HELP1/2, and four episodes.
switch(gamemode)
{
case commercial:
// This is used because DOOM 2 had only one HELP
// page. I use CREDIT as second page now, but
// kept this hack for educational purposes.
MainMenu[readthis] = MainMenu[quitdoom];
MainDef.numitems--;
MainDef.y += 8;
if (!EpiCustom)
{
NewDef.prevMenu = &MainDef;
}
ReadDef1.routine = M_DrawReadThis1;
ReadDef1.x = 330;
ReadDef1.y = 165;
ReadMenu1[0].routine = M_FinishReadThis;
break;
case registered:
// Episode 2 and 3 are handled,
// branching to an ad screen.
// killough 2/21/98: Fix registered Doom help screen
// killough 10/98: moved to second screen, moved up to the top
ReadDef2.y = 15;
case shareware:
// We need to remove the fourth episode.
EpiDef.numitems--;
break;
case retail:
// We are fine.
default:
break;
}
M_ResetMenu(); // killough 10/98
M_ResetSetupMenu();
M_InitHelpScreen(); // init the help screen // phares 4/08/98
M_InitExtendedHelp(); // init extended help screens // phares 3/30/98
// [FG] support the BFG Edition IWADs
if (bfgedition)
{
strcpy(OptionsMenu[scrnsize].name, "M_DISP");
}
}
// killough 10/98: allow runtime changing of menu order
void M_ResetMenu(void)
{
// killough 4/17/98:
// Doom traditional menu, for arch-conservatives like yours truly
while ((traditional_menu ? M_SaveGame : M_Options)
!= MainMenu[options].routine)
{
menuitem_t t = MainMenu[loadgame];
MainMenu[loadgame] = MainMenu[options];
MainMenu[options] = MainMenu[savegame];
MainMenu[savegame] = t;
}
}
#define FLAG_SET_BOOM(var, flag) (demo_version < 203) ? (var |= flag) : (var &= ~flag)
#define FLAG_SET_VANILLA(var, flag) demo_compatibility ? (var |= flag) : (var &= ~flag)
void M_ResetSetupMenu(void)
{
int i;
for (i = compat_telefrag; i <= compat_god; ++i)
{
FLAG_SET_BOOM(comp_settings1[i].m_flags, S_DISABLE);
}
for (i = compat_infcheat; i < compat_cosmetic; ++i)
{
FLAG_SET_BOOM(comp_settings2[i].m_flags, S_DISABLE);
}
FLAG_SET_BOOM(enem_settings1[enem_infighting].m_flags, S_DISABLE);
for (i = enem_backing; i < enem_stub1; ++i)
{
FLAG_SET_BOOM(enem_settings1[i].m_flags, S_DISABLE);
}
// enem_ghost
if (comp[comp_vile])
enem_settings1[13].m_flags &= ~S_DISABLE;
else
enem_settings1[13].m_flags |= S_DISABLE;
FLAG_SET_VANILLA(enem_settings1[enem_remember].m_flags, S_DISABLE);
FLAG_SET_VANILLA(weap_settings1[weap_recoil].m_flags, S_DISABLE);
FLAG_SET_VANILLA(weap_settings1[weap_bobbing].m_flags, S_DISABLE);
// weap_pref1 to weap_toggle
for (i = 3; i < 13; ++i)
{
FLAG_SET_VANILLA(weap_settings1[i].m_flags, S_DISABLE);
}
// [FG] exclusive fullscreen
if (fullscreen_width != 0 || fullscreen_height != 0)
{
gen_settings1[general_fullscreen+1].m_flags |= S_DISABLE;
}
}
//
// End of General Routines
//
/////////////////////////////////////////////////////////////////////////////
//----------------------------------------------------------------------------
//
// $Log: m_menu.c,v $
// Revision 1.54 1998/05/28 05:27:13 killough
// Fix some load / save / end game handling r.w.t. demos
//
// Revision 1.53 1998/05/16 09:17:09 killough
// Make loadgame checksum friendlier
//
// Revision 1.52 1998/05/05 15:34:55 phares
// Documentation and Reformatting changes
//
// Revision 1.51 1998/05/03 21:55:58 killough
// Provide minimal required headers and decls
//
// Revision 1.50 1998/05/01 21:35:06 killough
// Fix status bar update after leaving help screens
//
// Revision 1.49 1998/04/24 23:51:51 thldrmn
// Reinstated gamma correction deh variables
//
// Revision 1.48 1998/04/23 13:07:05 jim
// Add exit line to automap
//
// Revision 1.47 1998/04/22 13:46:02 phares
// Added Setup screen Reset to Defaults
//
// Revision 1.46 1998/04/19 01:19:42 killough
// Tidy up last fix's code
//
// Revision 1.45 1998/04/17 14:46:33 killough
// fix help showstopper
//
// Revision 1.44 1998/04/17 10:28:46 killough
// Add traditional_menu
//
// Revision 1.43 1998/04/14 11:29:50 phares
// Added demorecording as a condition for delaying config change
//
// Revision 1.42 1998/04/14 10:55:24 phares
// Recoil, Bobbing, Monsters Remember changes in Setup now take effect immediately
//
// Revision 1.41 1998/04/13 21:36:24 phares
// Cemented ESC and F1 in place
//
// Revision 1.40 1998/04/12 22:55:23 phares
// Remaining 3 Setup screens
//
// Revision 1.39 1998/04/06 05:01:04 killough
// set inhelpscreens=true for status bar update, rearrange menu yet again
//
// Revision 1.38 1998/04/05 00:50:59 phares
// Joystick support, Main Menu re-ordering
//
// Revision 1.37 1998/04/03 19:18:31 phares
// Automap Palette work, slot 0 = disable, 247 = BLACK
//
// Revision 1.36 1998/04/03 14:45:28 jim
// Fixed automap disables at 0, mouse sens unbounded
//
// Revision 1.35 1998/04/01 15:34:09 phares
// Added Automap Setup Screen, fixed Seg Viol in Setup Menus
//
// Revision 1.34 1998/03/31 23:07:40 phares
// Fixed bug in key binding screen causing seg viol
//
// Revision 1.33 1998/03/31 10:40:06 killough
// Fix incorrect order of quit message
//
// Revision 1.32 1998/03/31 01:07:59 phares
// Initial Setup screens and Extended HELP screens
//
// Revision 1.31 1998/03/28 05:32:25 jim
// Text enabling changes for DEH
//
// Revision 1.30 1998/03/24 15:59:36 jim
// Added default_skill parameter to config file
//
// Revision 1.29 1998/03/23 15:21:24 phares
// Start of setup menus
//
// Revision 1.28 1998/03/23 03:22:00 killough
// Use G_SaveGameName for consistent savegame naming
//
// Revision 1.27 1998/03/16 12:31:11 killough
// Remember savegame slot when loading
//
// Revision 1.26 1998/03/15 14:41:15 jim
// added two more save/load slots
//
// Revision 1.25 1998/03/11 17:48:10 phares
// New cheats, clean help code, friction fix
//
// Revision 1.24 1998/03/10 07:07:25 jim
// Fixed display glitch in HUD cycle
//
// Revision 1.23 1998/03/09 18:29:06 phares
// Created separately bound automap and menu keys
//
// Revision 1.22 1998/03/09 07:36:45 killough
// Some #ifdef'ed help screen fixes, saved autorun status
//
// Revision 1.21 1998/03/05 11:29:26 jim
// Fixed mis-merge in m_menu.c
//
// Revision 1.20 1998/03/05 01:12:34 jim
// Added distributed hud to key_hud function
//
// Revision 1.19 1998/03/04 22:15:51 phares
// Included missing externs
//
// Revision 1.18 1998/03/04 21:02:20 phares
// Dynamic HELP screen
//
// Revision 1.17 1998/03/04 11:54:56 jim
// Fix fullscreen bug in F5 key
//
// Revision 1.16 1998/03/02 15:34:06 jim
// Added Rand's HELP screen as lump and loaded and displayed it
//
// Revision 1.15 1998/02/24 10:52:13 jim
// Fixed missing changes in m_menu.c
//
// Revision 1.14 1998/02/24 09:13:01 phares
// Corrected key_detail->key_hud oversight
//
// Revision 1.13 1998/02/24 08:46:00 phares
// Pushers, recoil, new friction, and over/under work
//
// Revision 1.12 1998/02/24 04:14:08 jim
// Added double keys to status
//
// Revision 1.11 1998/02/23 14:21:04 jim
// Merged HUD stuff, fixed p_plats.c to support elevators again
//
// Revision 1.10 1998/02/23 04:35:44 killough
// Fix help screens and broken HUD control
//
// Revision 1.8 1998/02/19 16:54:40 jim
// Optimized HUD and made more configurable
//
// Revision 1.7 1998/02/18 11:56:03 jim
// Fixed issues with HUD and reduced screen size
//
// Revision 1.5 1998/02/17 06:11:59 killough
// Support basesavegame path to savegames
//
// Revision 1.4 1998/02/15 02:47:50 phares
// User-defined keys
//
// Revision 1.3 1998/02/02 13:38:15 killough
// Add mouse sensitivity menu bar lumps
//
// Revision 1.2 1998/01/26 19:23:47 phares
// First rev with no ^Ms
//
// Revision 1.1.1.1 1998/01/19 14:02:58 rand
// Lee's Jan 19 sources
//
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