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NewGame.cpp
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/*
Copyright (C) 1997-2001 Id Software, Inc.
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.
*/
#include "Framework.h"
#include "Bitmap.h"
#include "PicButton.h"
#include "YesNoMessageBox.h"
#include "keydefs.h"
#include "MenuStrings.h"
namespace ui {
#define ART_BANNER "gfx/shell/head_newgame"
class CMenuNewGame : public CMenuFramework
{
public:
CMenuNewGame() : CMenuFramework( "CMenuNewGame" ) { }
static void StartGameCb( float skill );
private:
void _Init() override;
static void ShowDialogCb( CMenuBaseItem *pSelf, void *pExtra );
CMenuYesNoMessageBox msgBox;
CEventCallback easyCallback;
CEventCallback normCallback;
CEventCallback hardCallback;
};
static CMenuNewGame uiNewGame;
/*
=================
CMenuNewGame::StartGame
=================
*/
void CMenuNewGame::StartGameCb( float skill )
{
if( EngFuncs::GetCvarFloat( "host_serverstate" ) && EngFuncs::GetCvarFloat( "maxplayers" ) > 1 )
EngFuncs::HostEndGame( "end of the game" );
EngFuncs::CvarSetValue( "skill", skill );
EngFuncs::CvarSetValue( "deathmatch", 0.0f );
EngFuncs::CvarSetValue( "teamplay", 0.0f );
EngFuncs::CvarSetValue( "pausable", 1.0f ); // singleplayer is always allowing pause
EngFuncs::CvarSetValue( "maxplayers", 1.0f );
EngFuncs::CvarSetValue( "coop", 0.0f );
EngFuncs::PlayBackgroundTrack( NULL, NULL );
EngFuncs::ClientCmd( FALSE, "newgame\n" );
}
void CMenuNewGame::ShowDialogCb( CMenuBaseItem *pSelf, void *pExtra )
{
CMenuNewGame *ui = (CMenuNewGame*)pSelf->Parent();
ui->msgBox.onPositive = *(CEventCallback*)pExtra;
ui->msgBox.Show();
}
/*
=================
CMenuNewGame::Init
=================
*/
void CMenuNewGame::_Init( void )
{
AddItem( background );
AddItem( banner );
banner.SetPicture( ART_BANNER );
SET_EVENT( easyCallback, CMenuNewGame::StartGameCb( 1.0f ) );
SET_EVENT( normCallback, CMenuNewGame::StartGameCb( 2.0f ) );
SET_EVENT( hardCallback, CMenuNewGame::StartGameCb( 3.0f ) );
CMenuPicButton *easy = AddButton( "Easy", MenuStrings[IDS_NEWGAME_EASYHELP], PC_EASY, easyCallback, QMF_NOTIFY );
CMenuPicButton *norm = AddButton( "Medium", MenuStrings[IDS_NEWGAME_MEDIUMHELP], PC_MEDIUM, normCallback, QMF_NOTIFY );
CMenuPicButton *hard = AddButton( "Difficult", MenuStrings[IDS_NEWGAME_DIFFICULTHELP], PC_DIFFICULT, hardCallback, QMF_NOTIFY );
easy->onActivatedClActive =
norm->onActivatedClActive =
hard->onActivatedClActive = ShowDialogCb;
easy->onActivatedClActive.pExtra = &easyCallback;
norm->onActivatedClActive.pExtra = &normCallback;
hard->onActivatedClActive.pExtra = &hardCallback;
AddButton( "Cancel", "Go back to the main menu", PC_CANCEL, VoidCb( &CMenuNewGame::Hide ), QMF_NOTIFY );
msgBox.SetMessage( MenuStrings[IDS_NEWGAME_NEWPROMPT] );
msgBox.HighlightChoice( CMenuYesNoMessageBox::HIGHLIGHT_NO );
msgBox.Link( this );
}
/*
=================
UI_NewGame_Precache
=================
*/
void UI_NewGame_Precache( void )
{
EngFuncs::PIC_Load( ART_BANNER );
}
/*
=================
UI_NewGame_Menu
=================
*/
void UI_NewGame_Menu( void )
{
// completely ignore save\load menus for multiplayer_only
if( gMenu.m_gameinfo.gamemode == GAME_MULTIPLAYER_ONLY || !EngFuncs::CheckGameDll() )
return;
uiNewGame.Show();
}
ADD_MENU( menu_newgame, UI_NewGame_Precache, UI_NewGame_Menu );
}