Exemple #1
0
/*
 * UI_SPSkillMenu_SkillEvent
 */
static void
UI_SPSkillMenu_SkillEvent(void *ptr, int notification)
{
	int	id;
	int	skill;

	if(notification != QM_ACTIVATED)
		return;

	SetSkillColor((int)trap_cvargetf("g_spSkill"), color_red);

	id = ((menucommon_s*)ptr)->id;
	skill = id - ID_BABY + 1;
	trap_cvarsetf("g_spSkill", skill);

	SetSkillColor(skill, color_white);
	skillMenuInfo.art_skillPic.shader = skillMenuInfo.skillpics[skill - 1];

	if(id == ID_NIGHTMARE)
		trap_sndstartlocalsound(skillMenuInfo.nightmareSound,
			CHAN_ANNOUNCER);
	else
		trap_sndstartlocalsound(skillMenuInfo.silenceSound,
			CHAN_ANNOUNCER);
}
/*
=================
UI_SPSkillMenu_SkillEvent
=================
*/
static void UI_SPSkillMenu_SkillEvent( void *ptr, int notification ) {
	int		id;
	int		skill;

	if (notification != QM_ACTIVATED)
		return;

	SetSkillColor( (int)trap_Cvar_VariableValue( "g_spSkill" ), text_big_color );

	id = ((menucommon_s*)ptr)->id;
	skill = id - ID_BABY + 1;
	trap_Cvar_SetValue( "g_spSkill", skill );

#ifdef TURTLEARENA
	SetSkillColor( skill, color_orange );
#else
	SetSkillColor( skill, color_white );
#endif
#ifndef TA_MISC // SRB2_SKILLS
	skillMenuInfo.art_skillPic.shader = skillMenuInfo.skillpics[skill - 1];

	if( id == ID_NIGHTMARE ) {
		trap_S_StartLocalSound( skillMenuInfo.nightmareSound, CHAN_ANNOUNCER );
	}
	else {
		trap_S_StartLocalSound( skillMenuInfo.silenceSound, CHAN_ANNOUNCER );
	}
#endif
}
Exemple #3
0
/*
=================
UI_SPSkillMenu_SkillEvent
=================
*/
static void UI_SPSkillMenu_SkillEvent( void *ptr, int notification ) {
	int		id;
	int		skill;

	if (notification != QM_ACTIVATED)
		return;

	SetSkillColor( (int)trap_Cvar_VariableValue( "g_spSkill" ), color_red );

	id = ((menucommon_s*)ptr)->id;
	skill = id - ID_BABY + 1;
	trap_Cvar_SetValue( "g_spSkill", skill );

	SetSkillColor( skill, color_white );
	skillMenuInfo.art_skillPic.shader = skillMenuInfo.skillpics[skill - 1];

	if( id == ID_NIGHTMARE || id == ID_NEWSKILL ) {
		trap_S_StartLocalSound( skillMenuInfo.nightmareSound, CHAN_ANNOUNCER );
	}
	else {
		trap_S_StartLocalSound( skillMenuInfo.silenceSound, CHAN_ANNOUNCER );
	}
}
Exemple #4
0
/*
=================
UI_SPSkillMenu_Init
=================
*/
static void UI_SPSkillMenu_Init( void ) {
	int		skill;

	memset( &skillMenuInfo, 0, sizeof(skillMenuInfo) );
	skillMenuInfo.menu.fullscreen = qtrue;
	skillMenuInfo.menu.key = UI_SPSkillMenu_Key;

	UI_SPSkillMenu_Cache();

	skillMenuInfo.art_frame.generic_mc.type		= MTYPE_BITMAP;
	skillMenuInfo.art_frame.generic_mc.name		= ART_FRAME;
	skillMenuInfo.art_frame.generic_mc.flags		= QMF_LEFT_JUSTIFY|QMF_INACTIVE;
	skillMenuInfo.art_frame.generic_mc.x			= 142;
	skillMenuInfo.art_frame.generic_mc.y			= 118;
	skillMenuInfo.art_frame.width				= 359;
	skillMenuInfo.art_frame.height				= 256;

	skillMenuInfo.art_banner.generic_mc.type		= MTYPE_BTEXT;
	skillMenuInfo.art_banner.generic_mc.flags		= QMF_CENTER_JUSTIFY;
	skillMenuInfo.art_banner.generic_mc.x			= 320;
	skillMenuInfo.art_banner.generic_mc.y			= 16;
	skillMenuInfo.art_banner.string				= "DIFFICULTY";
	skillMenuInfo.art_banner.color				= color_white;
	skillMenuInfo.art_banner.style				= UI_CENTER;

	skillMenuInfo.item_baby.generic_mc.type		= MTYPE_PTEXT;
	skillMenuInfo.item_baby.generic_mc.flags		= QMF_CENTER_JUSTIFY|QMF_PULSEIFFOCUS;
	skillMenuInfo.item_baby.generic_mc.x			= 320;
	skillMenuInfo.item_baby.generic_mc.y			= 170;
	skillMenuInfo.item_baby.generic_mc.callback	= UI_SPSkillMenu_SkillEvent;
	skillMenuInfo.item_baby.generic_mc.id			= ID_BABY;
	skillMenuInfo.item_baby.string				= "I Can Win";
	skillMenuInfo.item_baby.color				= color_red;
	skillMenuInfo.item_baby.style				= UI_CENTER;

	skillMenuInfo.item_easy.generic_mc.type		= MTYPE_PTEXT;
	skillMenuInfo.item_easy.generic_mc.flags		= QMF_CENTER_JUSTIFY|QMF_PULSEIFFOCUS;
	skillMenuInfo.item_easy.generic_mc.x			= 320;
	skillMenuInfo.item_easy.generic_mc.y			= 198;
	skillMenuInfo.item_easy.generic_mc.callback	= UI_SPSkillMenu_SkillEvent;
	skillMenuInfo.item_easy.generic_mc.id			= ID_EASY;
	skillMenuInfo.item_easy.string				= "Bring It On";
	skillMenuInfo.item_easy.color				= color_red;
	skillMenuInfo.item_easy.style				= UI_CENTER;

	skillMenuInfo.item_medium.generic_mc.type		= MTYPE_PTEXT;
	skillMenuInfo.item_medium.generic_mc.flags		= QMF_CENTER_JUSTIFY|QMF_PULSEIFFOCUS;
	skillMenuInfo.item_medium.generic_mc.x			= 320;
	skillMenuInfo.item_medium.generic_mc.y			= 227;
	skillMenuInfo.item_medium.generic_mc.callback	= UI_SPSkillMenu_SkillEvent;
	skillMenuInfo.item_medium.generic_mc.id		= ID_MEDIUM;
	skillMenuInfo.item_medium.string			= "Hurt Me Plenty";
	skillMenuInfo.item_medium.color				= color_red;
	skillMenuInfo.item_medium.style				= UI_CENTER;

	skillMenuInfo.item_hard.generic_mc.type		= MTYPE_PTEXT;
	skillMenuInfo.item_hard.generic_mc.flags		= QMF_CENTER_JUSTIFY|QMF_PULSEIFFOCUS;
	skillMenuInfo.item_hard.generic_mc.x			= 320;
	skillMenuInfo.item_hard.generic_mc.y			= 255;
	skillMenuInfo.item_hard.generic_mc.callback	= UI_SPSkillMenu_SkillEvent;
	skillMenuInfo.item_hard.generic_mc.id			= ID_HARD;
	skillMenuInfo.item_hard.string				= "Hardcore";
	skillMenuInfo.item_hard.color				= color_red;
	skillMenuInfo.item_hard.style				= UI_CENTER;

	skillMenuInfo.item_nightmare.generic_mc.type		= MTYPE_PTEXT;
	skillMenuInfo.item_nightmare.generic_mc.flags		= QMF_CENTER_JUSTIFY|QMF_PULSEIFFOCUS;
	skillMenuInfo.item_nightmare.generic_mc.x			= 320;
	skillMenuInfo.item_nightmare.generic_mc.y			= 283;
	skillMenuInfo.item_nightmare.generic_mc.callback	= UI_SPSkillMenu_SkillEvent;
	skillMenuInfo.item_nightmare.generic_mc.id			= ID_NIGHTMARE;
	skillMenuInfo.item_nightmare.string				= "NIGHTMARE!";
	skillMenuInfo.item_nightmare.color				= color_red;
	skillMenuInfo.item_nightmare.style				= UI_CENTER;

	skillMenuInfo.item_back.generic_mc.type		= MTYPE_BITMAP;
	skillMenuInfo.item_back.generic_mc.name		= ART_BACK;
	skillMenuInfo.item_back.generic_mc.flags		= QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS;
	skillMenuInfo.item_back.generic_mc.x			= 0;
	skillMenuInfo.item_back.generic_mc.y			= 480-64;
	skillMenuInfo.item_back.generic_mc.callback	= UI_SPSkillMenu_BackEvent;
	skillMenuInfo.item_back.generic_mc.id			= ID_BACK;
	skillMenuInfo.item_back.width				= 128;
	skillMenuInfo.item_back.height				= 64;
	skillMenuInfo.item_back.focuspic			= ART_BACK_FOCUS;

	skillMenuInfo.art_skillPic.generic_mc.type		= MTYPE_BITMAP;
	skillMenuInfo.art_skillPic.generic_mc.flags	= QMF_LEFT_JUSTIFY|QMF_INACTIVE;
	skillMenuInfo.art_skillPic.generic_mc.x		= 320-64;
	skillMenuInfo.art_skillPic.generic_mc.y		= 368;
	skillMenuInfo.art_skillPic.width			= 128;
	skillMenuInfo.art_skillPic.height			= 96;

	skillMenuInfo.item_fight.generic_mc.type		= MTYPE_BITMAP;
	skillMenuInfo.item_fight.generic_mc.name		= ART_FIGHT;
	skillMenuInfo.item_fight.generic_mc.flags		= QMF_RIGHT_JUSTIFY|QMF_PULSEIFFOCUS;
	skillMenuInfo.item_fight.generic_mc.callback	= UI_SPSkillMenu_FightEvent;
	skillMenuInfo.item_fight.generic_mc.id			= ID_FIGHT;
	skillMenuInfo.item_fight.generic_mc.x			= 640;
	skillMenuInfo.item_fight.generic_mc.y			= 480-64;
	skillMenuInfo.item_fight.width				= 128;
	skillMenuInfo.item_fight.height				= 64;
	skillMenuInfo.item_fight.focuspic			= ART_FIGHT_FOCUS;

	Menu_AddItem( &skillMenuInfo.menu, ( void * )&skillMenuInfo.art_frame );
	Menu_AddItem( &skillMenuInfo.menu, ( void * )&skillMenuInfo.art_banner );
	Menu_AddItem( &skillMenuInfo.menu, ( void * )&skillMenuInfo.item_baby );
	Menu_AddItem( &skillMenuInfo.menu, ( void * )&skillMenuInfo.item_easy );
	Menu_AddItem( &skillMenuInfo.menu, ( void * )&skillMenuInfo.item_medium );
	Menu_AddItem( &skillMenuInfo.menu, ( void * )&skillMenuInfo.item_hard );
	Menu_AddItem( &skillMenuInfo.menu, ( void * )&skillMenuInfo.item_nightmare );
	Menu_AddItem( &skillMenuInfo.menu, ( void * )&skillMenuInfo.art_skillPic );
	Menu_AddItem( &skillMenuInfo.menu, ( void * )&skillMenuInfo.item_back );
	Menu_AddItem( &skillMenuInfo.menu, ( void * )&skillMenuInfo.item_fight );

	skill = (int)Com_Clamp( 1, 5, trap_Cvar_VariableValue( "g_spSkill" ) );
	SetSkillColor( skill, color_white );
	skillMenuInfo.art_skillPic.shader = skillMenuInfo.skillpics[skill - 1];
	if( skill == 5 ) {
		trap_S_StartLocalSound( skillMenuInfo.nightmareSound, CHAN_ANNOUNCER );
	}
}