mirror of
https://github.com/id-Software/DOOM-iOS.git
synced 2026-03-19 16:39:48 +01:00
913 lines
24 KiB
C
913 lines
24 KiB
C
/*
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Copyright (C) 2009-2011 id Software LLC, a ZeniMax Media company.
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Copyright (C) 2009 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "IBGlue.h"
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#include "../doomiphone.h"
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// Only one game can be set up at a time on a given wireless segment, although
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// several independent games can be played.
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// If a valid setupPacket has arrived in the last second, that will be the
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// displayed game, otherwise the local system starts sending out setupPackets.
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packetSetup_t setupPacket;
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int setupPacketFrameNum;
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int localGameID; // change every time we take over as the sender of setupPackets
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boolean levelHasBeenLoaded; // determines if "resume game" does a loadGame and exiting does a saveGame
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menuState_t menuState;
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menuState_t lastState = 0;
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color4_t highlightColor = { 128, 128, 128, 255 };
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color4_t colorPressed = { 128, 128, 0, 255 };
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void SetupEmptyNetGame();
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void R_Draw_Blend( int x, int y, int w, int h, color4_t c ) {
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x *= ((float)displaywidth) / 480.0f;
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y *= ((float)displayheight) / 320.0f;
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w *= ((float)displaywidth) / 480.0f;
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h *= ((float)displayheight) / 320.0f;
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glDisable( GL_TEXTURE_2D );
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glColor4ubv( c );
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glBegin( GL_QUADS );
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glVertex2i( x, y );
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glVertex2i( x+w, y );
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glVertex2i( x+w, y+h );
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glVertex2i( x, y+h );
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glEnd();
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glColor3f( 1, 1, 1 );
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glEnable( GL_TEXTURE_2D );
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}
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void R_Draw_Fill( int x, int y, int w, int h, color3_t c ) {
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// as of 2.2 OS, doing a clear with a small scissor rect is MUCH slower
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// than drawing geometry
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color4_t c4;
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c4[0] = c[0];
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c4[1] = c[1];
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c4[2] = c[2];
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c4[3] = 255;
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R_Draw_Blend( x, y, w, h, c4 );
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}
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/*
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==================
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iphoneSlider
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Returns true if modified
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==================
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*/
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#define SF_DISABLED 1 // grey out, don't respond to touches
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#define SF_INTEGER 2 // don't add percent
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boolean iphoneSlider( int x, int y, int w, int h, const char *title, cvar_t *cvar,
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float min, float max, int sliderFlags ) {
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float textX = x;
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float textY = y;
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float textW = w;
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float textH = h;
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x *= ((float)displaywidth) / 480.0f;
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y *= ((float)displayheight) / 320.0f;
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w *= ((float)displaywidth) / 480.0f;
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h *= ((float)displayheight) / 320.0f;
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float value = cvar->value;
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char str[80];
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float f = ( value - min ) / ( max - min );
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if ( f < 0 ) {
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f = 0;
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}
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if ( f > 1 ) {
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f = 1;
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}
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// draw the background
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PK_StretchTexture( PK_FindTexture( "iphone/slider_shadow.tga" ), x, y, w, h );
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// draw the current range
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PK_BindTexture( PK_FindTexture( "iphone/slider_bar.tga" ) );
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#if 0
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// proportional
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glBegin( GL_QUADS );
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glTexCoord2f( 0.0f, 0.0f ); glVertex2i( x, y );
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glTexCoord2f( f, 0.0f ); glVertex2i( x+w*f, y );
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glTexCoord2f( f, 1.0f ); glVertex2i( x+w*f, y+h );
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glTexCoord2f( 0.0f, 1.0f ); glVertex2i( x, y+h );
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glEnd();
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#else
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// dragging thumb
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glBegin( GL_QUADS );
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glTexCoord2f( 0.0f, 0.0f ); glVertex2i( x+w*f-8, y );
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glTexCoord2f( 1.0f, 0.0f ); glVertex2i( x+w*f+8, y );
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glTexCoord2f( 1.0f, 1.0f ); glVertex2i( x+w*f+8, y+h );
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glTexCoord2f( 0.0f, 1.0f ); glVertex2i( x+w*f-8, y+h );
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glEnd();
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#endif
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// draw the title and fraction
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if ( sliderFlags & SF_INTEGER ) {
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sprintf( str, "%s : %i", title, (int)value );
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} else {
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sprintf( str, "%s : %i%%", title, (int)(f*100+0.5) );
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}
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iphoneCenterText( textX+ textW/2, textY+textH-10, 0.75, str );
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// check for touches
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if ( numTouches > 0 && touches[0][0] >= x && touches[0][0] < x + w
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&& touches[0][1] >= y && touches[0][1] < y+ h ) {
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float newValue;
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float delta;
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f = (float)( touches[0][0] - x ) / w;
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if ( sliderFlags & SF_INTEGER ) {
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newValue = rint( min + f * ( max - min ) );
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} else {
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// round to tenths
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f = (int)( ( f + 0.05 ) * 10 ) * 0.1f;
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if ( f < 0 ) {
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f = 0;
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}
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if ( f > 1.0 ) {
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f = 1.0;
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}
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newValue = min + f * ( max - min );
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}
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delta = fabs( newValue - cvar->value );
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if ( f == 0 && cvar->value == 0 ) {
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// special case of disable-at-0
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} else if ( delta > 0.01 ) {
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Cvar_SetValue( cvar->name, newValue );
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Sound_StartLocalSound( "iphone/slide_01.wav" );
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return true;
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}
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return false;
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}
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return false;
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}
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/*
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==================
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BackButton
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==================
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*/
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ibutton_t btnBack;
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int BackButton() {
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if ( !btnBack.texture ) {
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SetButtonPicsAndSizes( &btnBack, "iphone/back_button.tga", "", 0, 0, 48, 48 );
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}
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return HandleButton( &btnBack );
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}
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void GetMoreLevels( int x, int y ) {
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// directly to the app store for more levels
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SysIPhoneOpenURL( "http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=304694876" );
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}
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/*
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==================
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iphoneMainMenu
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==================
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*/
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ibutton_t btnResumeGame;
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ibutton_t btnNewGame;
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ibutton_t btnControls;
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ibutton_t btnMultiplayer;
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ibutton_t btnWWW;
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ibutton_t btnDemo;
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void iphoneMainMenu() {
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// MAIN MENU IS Driven Through Interface Builder. ( Makes for Rapid ProtoTyping )
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}
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/*
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==================
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iphoneControlMenu
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==================
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*/
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ibutton_t btnSchemes[4];
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ibutton_t btnSettings;
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ibutton_t btnMove;
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void iphoneControlMenu() {
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int i;
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// iphoneCenterText( 240, 16, 0.75, __DATE__" "__TIME__ );
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// 112 units between
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if ( BackButton() ) {
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menuState = IPM_MAIN;
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}
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if ( NewTextButton( &btnSettings, "Settings", 480-128, 0, 128, 48 ) ) {
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menuState = IPM_OPTIONS;
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}
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if ( NewTextButton( &btnMove, "Move Controls", 48 + (480-(128+160+48))/2, 0, 160, 48 ) ) {
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menuState = IPM_HUDEDIT;
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lastState = IPM_MAIN;
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}
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if ( !btnSchemes[0].texture ) {
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for ( int i = 0 ; i < 3 ; i++ ) {
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SetButtonPicsAndSizes( &btnSchemes[i], va("iphone/config_%i.tga",i+1), "",
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32 + (96+64) * i, 48 + ( 112 - 64 )*0.5, 96, 64 );
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}
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}
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for ( i = 0 ; i < 3 ; i++ ) {
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char str[128];
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sprintf( str, "iphone/config_%i.tga", i+1 );
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if ( i != controlScheme->value ) {
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btnSchemes[i].buttonFlags = BF_DIMMED;
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} else {
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btnSchemes[i].buttonFlags = 0;
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}
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if ( HandleButton( &btnSchemes[i] ) ) {
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Cvar_SetValue( controlScheme->name, i );
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HudSetForScheme( i );
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}
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}
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iphoneSlider( 20, 160, 440, 40, "Move stick size", stickMove, 64, 128, 0 );
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iphoneSlider( 20, 210, 440, 40, "Turn stick size", stickTurn, 64, 128, 0 );
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iphoneSlider( 20, 260, 440, 40, "Tilt move speed", tiltMove, 100, 300, 0 );
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if ( tiltMove->value == 100 ) {
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Cvar_SetValue( tiltMove->name, 0 );
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}
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if ( tiltMove->value ) {
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Cvar_SetValue( tiltTurn->name, 0 );
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}
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#if 0
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iphoneSlider( 20, 280, 440, 40, "Tilt turn speed", tiltTurn, 1500, 3500, 0 );
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if ( tiltTurn->value == 1500 ) {
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Cvar_SetValue( tiltTurn->name, 0 );
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}
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if ( tiltTurn->value ) {
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Cvar_SetValue( tiltMove->name, 0 );
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}
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#endif
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}
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void SetupEmptyNetGame() {
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Com_Printf( "SetupEmptyNetGame()\n" );
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// no current setup packet, so initialize with this phone's default values
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localGameID = SysIphoneMicroseconds();
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memset( &setupPacket, 0, sizeof( setupPacket ) );
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setupPacket.gameID = localGameID;
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setupPacket.packetType = PACKET_VERSION_SETUP;
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setupPacket.map.dataset = mpDataset->value;
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setupPacket.map.episode = mpEpisode->value;
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setupPacket.map.map = mpMap->value;
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setupPacket.map.skill = mpSkill->value;
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setupPacket.deathmatch = mpDeathmatch->value;
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setupPacket.timelimit = timeLimit->value;
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setupPacket.fraglimit = fragLimit->value;
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setupPacket.playerID[0] = playerID;
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}
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/*
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==================
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SendJoinPacket
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These will be sent to the server ever frame we are in the multiplayer menu.
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==================
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*/
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void SendJoinPacket() {
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packetJoin_t pj;
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pj.packetType = PACKET_VERSION_JOIN;
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pj.gameID = setupPacket.gameID;
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pj.playerID = playerID;
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int r = sendto( gameSocket, &pj, sizeof( pj ), 0,
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&netServer.address, sizeof( netServer.address ) );
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if ( r == -1 ) {
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struct sockaddr_in *addr = (struct sockaddr_in *)&netServer.address;
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byte *ip = (byte *)&addr->sin_addr;
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Com_Printf( "UDP sendTo %i.%i.%i.%i failed: %s\n",
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ip[0], ip[1], ip[2], ip[3], strerror( errno ) );
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close( gameSocket );
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gameSocket = -1;
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}
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}
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/*
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==================
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iphoneMultiplayerMenu
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==================
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*/
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ibutton_t btnCoop;
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ibutton_t btnDeathmatch;
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ibutton_t btnMap;
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ibutton_t btnNetSettings;
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typedef enum {
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NM_MAIN,
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NM_MAP_SELECT,
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NM_OPTIONS
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} netMenu_t;
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netMenu_t netMenu;
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void iphoneMultiplayerMenu() {
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if ( gameSocket <= 0 ) {
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// no socket, so no multiplayer
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TerminateGameService(); // don't advertise for any more new players
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setupPacket.gameID = 0; // stop sending packets
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menuState = IPM_MAIN;
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return;
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}
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boolean server = ( setupPacket.gameID == localGameID );
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// different screen when selecting a map to play
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if ( netMenu == NM_MAP_SELECT ) {
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mapStart_t map;
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if ( !iphoneMapSelectMenu( &map ) ) {
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// haven't selected anything yet
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return;
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}
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netMenu = NM_MAIN;
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if ( map.map != -1 ) {
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// selected something new, didn't hit the back arrow
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setupPacket.map = map;
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}
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} else if ( netMenu == NM_OPTIONS ) {
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Cvar_SetValue( fragLimit->name, setupPacket.fraglimit );
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if ( iphoneSlider( 104, 64, 272, 40, "frag limit", fragLimit, 0, 20, SF_INTEGER ) ) {
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if ( server ) {
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setupPacket.fraglimit = fragLimit->value;
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}
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}
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Cvar_SetValue( timeLimit->name, setupPacket.timelimit );
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if ( iphoneSlider( 104, 64+56, 272, 40, "time limit", timeLimit, 0, 20, SF_INTEGER ) ) {
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if ( server ) {
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setupPacket.timelimit = timeLimit->value;
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}
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}
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if ( BackButton() ) {
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netMenu = NM_MAIN;
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}
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return;
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}
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if ( !btnDeathmatch.texture ) {
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// initial setup
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SetButtonPicsAndSizes( &btnDeathmatch, "iphone/deathmatch.tga", "Deathmatch", 4+48, 64, 96, 96 );
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SetButtonPicsAndSizes( &btnCoop, "iphone/co-op.tga", "Cooperative", 480-148, 64, 96, 96 );
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}
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if ( BackButton() ) {
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if ( server ) {
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TerminateGameService(); // don't advertise for any more new players
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setupPacket.gameID = 0; // stop sending packets
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}
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menuState = IPM_MAIN;
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}
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if ( !server ) {
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// we aren't the server
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// send our join packet every frame
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SendJoinPacket();
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if ( setupPacketFrameNum < iphoneFrameNum - 30 ) {
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// haven't received a current server packet
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char str[1024];
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struct sockaddr_in *sin = (struct sockaddr_in *)&netServer.address;
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byte *ip = (byte *)&sin->sin_addr;
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sprintf( str, "Joining server at %i.%i.%i.%i:%i\n", ip[0], ip[1], ip[2], ip[3],
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ntohs( sin->sin_port ) );
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iphoneCenterText( 240, 160, 0.75, str );
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return;
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}
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} else {
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// cull out any players that haven't given us a packet in a couple seconds
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int now = SysIphoneMilliseconds();
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for ( int i = 1 ; i < MAXPLAYERS ; i++ ) {
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if ( setupPacket.playerID[i] && now - netPlayers[i].peer.lastPacketTime > 1000 ) {
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printf( "Dropping player %i: last:%i now:%i\n", i, netPlayers[i].peer.lastPacketTime, now );
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setupPacket.playerID[i] = 0;
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}
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}
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}
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// draw the level and allow clicking to change
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Cvar_SetValue( mpDataset->name, setupPacket.map.dataset );
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Cvar_SetValue( mpEpisode->name, setupPacket.map.episode );
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Cvar_SetValue( mpMap->name, setupPacket.map.map );
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Cvar_SetValue( mpSkill->name, setupPacket.map.skill );
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// map select button / display
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if ( NewTextButton( &btnMap, FindMapName( mpDataset->value, mpEpisode->value, mpMap->value ), 64, 0, 480-128, 48 ) ) {
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if ( server ) {
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// clients can't go into this menu
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netMenu = NM_MAP_SELECT;
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}
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}
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if ( setupPacket.deathmatch ) {
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btnDeathmatch.buttonFlags = 0;
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btnCoop.buttonFlags = BF_DIMMED;
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} else {
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btnDeathmatch.buttonFlags = BF_DIMMED;
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btnCoop.buttonFlags = 0;
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}
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if ( HandleButton( &btnDeathmatch ) ) {
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if ( server ) {
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Cvar_SetValue( mpDeathmatch->name, 3 ); // weapons stay, items respawn rules
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setupPacket.deathmatch = mpDeathmatch->value;
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}
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}
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if ( HandleButton( &btnCoop ) ) {
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if ( server ) {
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Cvar_SetValue( mpDeathmatch->name, 0 );
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setupPacket.deathmatch = mpDeathmatch->value;
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}
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}
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if ( NewTextButton( &btnNetSettings, "Settings", 240-64, 64+24, 128, 48 ) ) {
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netMenu = NM_OPTIONS;
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}
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for ( int i = 0 ; i < 4 ; i ++ ) {
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int x = 45 + ( 64+45) * i;
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int y = 64+128;
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x *= ((float)displaywidth) / 480.0f;
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y *= ((float)displayheight) / 320.0f;
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// FIXME: show proper player colors
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byte color[4][4] = { { 0, 255, 0, 255 }, { 128, 128, 128, 255 }, { 128,64,0, 255 }, {255,0,0, 255 } };
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glColor4ubv( color[i] );
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PK_DrawTexture( PK_FindTexture( "iphone/multi_backdrop.tga" ), x, y );
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glColor4f( 1, 1, 1, 1 );
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if ( setupPacket.playerID[i] == playerID ) {
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// bigger outline for your player slot
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PK_StretchTexture( PK_FindTexture( "iphone/multi_frame.tga" ), x, y, 64, 64 );
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}
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// draw doom guy face
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if ( setupPacket.playerID[i] != 0 ) {
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PK_DrawTexture( PK_FindTexture( "iphone/multi_face.tga" ), x, y );
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#if 0
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// temp display IP address
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byte *ip = (byte *)&setupPacket.address[i].sin_addr;
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iphoneDrawText( x-16, (i&1) ? y+16 : y+48, 0.75, va("%i.%i.%i.%i", ip[0], ip[1], ip[2], ip[3] ) );
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#endif
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}
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}
|
|
|
|
if ( server ) {
|
|
// flash a tiny pic when transmitting
|
|
if ( iphoneFrameNum & 1 ) {
|
|
glColor4f( 1,1,1,1 );
|
|
} else {
|
|
glColor4f( 0.5,0.5,0.5,1 );
|
|
}
|
|
iphoneCenterText( 470, 310, 0.75, "*" );
|
|
glColor4f( 1,1,1,1 );
|
|
}
|
|
if ( setupPacketFrameNum == iphoneFrameNum ) {
|
|
iphoneCenterText( 450, 310, 0.75, "*" );
|
|
}
|
|
// iphoneDrawText( 0, 310, 0.75, va("%i:%i", localGameID, setupPacket.gameID ) );
|
|
|
|
// only draw the start button if we have at least two players in game
|
|
int numPlayers = 0;
|
|
for ( int i = 0 ; i < MAXPLAYERS ; i++ ) {
|
|
if ( setupPacket.playerID[i] != 0 ) {
|
|
numPlayers++;
|
|
}
|
|
}
|
|
|
|
if ( numPlayers > 1 ) {
|
|
if ( server ) {
|
|
static ibutton_t btnStart;
|
|
if ( NewTextButton( &btnStart, "Start game", 240-80, 320-48, 160, 48 ) ) {
|
|
setupPacket.startGame = 1;
|
|
StartNetGame();
|
|
TerminateGameService(); // don't advertise for any more new players
|
|
return;
|
|
}
|
|
} else {
|
|
iphoneCenterText( 240, 320-10, 0.75, "Waiting for server to start the game" );
|
|
}
|
|
} else {
|
|
byte *ip = (byte *)&gameSocketAddress.sin_addr;
|
|
iphoneCenterText( 240, 320-10, 0.75, va("Waiting for players on %i.%i.%i.%i",
|
|
ip[0], ip[1], ip[2], ip[3] ) );
|
|
}
|
|
}
|
|
|
|
|
|
static ibutton_t optionButtons[2][6];
|
|
static ibutton_t defaultsButton;
|
|
boolean OptionButton( int col, int row, const char *title ) {
|
|
assert( col >= 0 && col < 2 && row >= 0 && row < 6 );
|
|
return NewTextButton( &optionButtons[col][row], title, 10 + 235 * col, 64 + 50 * row, 225, 48 );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
iphoneOptionsMenu
|
|
|
|
==================
|
|
*/
|
|
void iphoneOptionsMenu() {
|
|
if ( BackButton() ) {
|
|
menuState = IPM_CONTROLS;
|
|
}
|
|
|
|
boolean musicState = music->value;
|
|
if ( SysIPhoneOtherAudioIsPlaying() ) {
|
|
// music always off when ipod music is playing
|
|
musicState = false;
|
|
}
|
|
|
|
if ( NewTextButton( &defaultsButton, "Defaults", 240-225/2, 2, 225, 48 ) ) {
|
|
// reset all cvars except the reverse-landscape mode value
|
|
float value = revLand->value;
|
|
Cvar_Reset_f();
|
|
Cvar_SetValue( revLand->name, value );
|
|
HudSetForScheme(0);
|
|
iphoneStartMusic();
|
|
}
|
|
|
|
if ( OptionButton( 0, 0, autoUse->value ? "Auto use: ON" : "Auto use: OFF" ) ) {
|
|
Cvar_SetValue( autoUse->name, !autoUse->value );
|
|
}
|
|
if ( OptionButton( 0, 1, statusBar->value ? "Status bar: ON" : "Status bar: OFF" ) ) {
|
|
Cvar_SetValue( statusBar->name, !statusBar->value );
|
|
}
|
|
if ( OptionButton( 0, 2, touchClick->value ? "Touch click: ON" : "Touch click: OFF" ) ) {
|
|
Cvar_SetValue( touchClick->name, !touchClick->value );
|
|
}
|
|
if ( OptionButton( 0, 3, messages->value ? "Text messages: ON" : "Text messages: OFF" ) ) {
|
|
Cvar_SetValue( messages->name, !messages->value );
|
|
}
|
|
if ( OptionButton( 1, 0, drawControls->value ? "Draw controls: ON" : "Draw controls: OFF" ) ) {
|
|
Cvar_SetValue( drawControls->name, !drawControls->value );
|
|
}
|
|
if ( OptionButton( 1, 1, musicState ? "Music: ON" : "Music: OFF" ) ) {
|
|
if ( !SysIPhoneOtherAudioIsPlaying() ) {
|
|
Cvar_SetValue( music->name, !music->value );
|
|
if ( music->value ) {
|
|
iphoneStartMusic();
|
|
} else {
|
|
iphoneStopMusic();
|
|
}
|
|
}
|
|
}
|
|
if ( OptionButton( 1, 2, centerSticks->value ? "Center sticks: ON" : "Center sticks: OFF" ) ) {
|
|
Cvar_SetValue( centerSticks->name, !centerSticks->value );
|
|
}
|
|
if ( OptionButton( 1, 3, rampTurn->value ? "Ramp turn: ON" : "Ramp turn: OFF" ) ) {
|
|
Cvar_SetValue( rampTurn->name, !rampTurn->value );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===================
|
|
iphoneIntermission
|
|
|
|
The end-of-level switch was just hit, note the state and awards
|
|
for the map select menu
|
|
===================
|
|
*/
|
|
void iphoneIntermission( wbstartstruct_t* wb ) {
|
|
if ( deathmatch || netgame ) {
|
|
// no achievements in deathmatch mode
|
|
return;
|
|
}
|
|
|
|
// find the current episode / map combination
|
|
|
|
// if a mapStat_t doesn't exist for this yet, create one
|
|
|
|
// mark this level / skill combination as tried
|
|
mapStats_t *cms = FindMapStats( playState.map.dataset, playState.map.episode, playState.map.map, true );
|
|
if ( !cms ) {
|
|
return;
|
|
}
|
|
|
|
int skill = playState.map.skill;
|
|
cms->completionFlags[skill] |= MF_COMPLETED;
|
|
|
|
// add the awards
|
|
if ( wb->plyr[0].stime < wb->partime ) {
|
|
cms->completionFlags[skill] |= MF_TIME;
|
|
}
|
|
|
|
int numkills = 0;
|
|
int numsecrets = 0;
|
|
int numitems = 0;
|
|
for ( int i = 0 ; i < MAXPLAYERS ; i++ ) {
|
|
if ( wb->plyr[i].in ) {
|
|
numkills += wb->plyr[i].skills;
|
|
numitems += wb->plyr[i].sitems;
|
|
numsecrets += wb->plyr[i].ssecret;
|
|
}
|
|
}
|
|
if ( numkills >= wb->maxkills ) {
|
|
cms->completionFlags[skill] |= MF_KILLS;
|
|
}
|
|
if ( numitems >= wb->maxitems ) {
|
|
cms->completionFlags[skill] |= MF_TREASURE;
|
|
}
|
|
if ( numsecrets >= wb->maxsecret ) {
|
|
cms->completionFlags[skill] |= MF_SECRETS;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===================
|
|
iphoneStartLevel
|
|
|
|
Do a savegame with the current state
|
|
===================
|
|
*/
|
|
void iphoneStartLevel() {
|
|
if ( deathmatch || netgame ) {
|
|
// no achievements in deathmatch mode
|
|
|
|
// reset the levelTimer
|
|
if ( levelTimer && setupPacket.timelimit > 0 ) {
|
|
// 30 hz, minutes
|
|
levelTimeCount = setupPacket.timelimit * 30 * 60;
|
|
}
|
|
|
|
return;
|
|
}
|
|
playState.map.map = gamemap;
|
|
|
|
// automatic save game
|
|
G_SaveGame( 0, "entersave" );
|
|
G_DoSaveGame(true);
|
|
|
|
// mark this level as tried
|
|
mapStats_t *cms = FindMapStats( playState.map.dataset, playState.map.episode, playState.map.map, true );
|
|
if ( cms ) {
|
|
cms->completionFlags[playState.map.skill] |= MF_TRIED;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
===================
|
|
DrawLiveBackground
|
|
|
|
Draw a randomish moving cloudy background
|
|
===================
|
|
*/
|
|
void DrawLiveBackground() {
|
|
static float bgVectors[2][2] = { { 0.01, 0.015 }, { -0.01, -0.02 } };
|
|
float fade[2];
|
|
|
|
// slide and fade a couple textures around
|
|
static float tc[2][4][2];
|
|
for ( int i = 0 ; i < 2 ; i++ ) {
|
|
int ofs = iphoneFrameNum + i * 32;
|
|
float dist = ( ofs & 63 );
|
|
for ( int j = 0 ; j < 2 ; j ++ ) {
|
|
for ( int k = 0 ; k < 2 ; k++ ) {
|
|
if ( rand()&1 ) {
|
|
if ( bgVectors[j][k] < 0.03 ) {
|
|
bgVectors[j][k] += 0.0001;
|
|
}
|
|
} else {
|
|
if ( bgVectors[j][k] > -0.03 ) {
|
|
bgVectors[j][k] -= 0.0001;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
fade[i] = sin( ( dist - 16 ) / 32.0 * M_PI ) * 0.5 + 0.5;
|
|
fade[i] *= 0.7;
|
|
|
|
for ( int j = 0 ; j < 2 ; j++ ) {
|
|
tc[i][0][j] += bgVectors[i][j];
|
|
tc[i][0][j] -= floor( tc[i][0][j] );
|
|
}
|
|
tc[i][1][0] = tc[i][0][0]+1;
|
|
tc[i][1][1] = tc[i][0][1]+0;
|
|
|
|
tc[i][2][0] = tc[i][0][0]+0;
|
|
tc[i][2][1] = tc[i][0][1]+1;
|
|
|
|
tc[i][3][0] = tc[i][0][0]+1;
|
|
tc[i][3][1] = tc[i][0][1]+1;
|
|
}
|
|
|
|
|
|
|
|
// Fill rate performance is an issue just for two scrolling layers under
|
|
// modest GUI objects. Using a PVR2 texture and a single multitexture
|
|
// pass helps. If all the GUI objects were drawn with depth buffering,
|
|
// the surface rejection would help out, but bumping depth after every
|
|
// draw would be a bit of a chore.
|
|
|
|
#if 0
|
|
glClear( GL_DEPTH_BUFFER_BIT );
|
|
glDepthMask( 1 ); // write the depth buffer
|
|
glEnable( GL_DEPTH_TEST ); // depth test this background
|
|
#endif
|
|
|
|
PK_BindTexture( PK_FindTexture( "iphone/livetile_1.tga" ) );
|
|
|
|
glDisable( GL_BLEND );
|
|
glDisable( GL_DEPTH_TEST );
|
|
|
|
// multitexture setup
|
|
glActiveTexture( GL_TEXTURE1 );
|
|
glClientActiveTexture( GL_TEXTURE1 );
|
|
glEnable( GL_TEXTURE_2D );
|
|
PK_BindTexture( PK_FindTexture( "iphone/livetile_1.tga" ) );
|
|
glTexCoordPointer( 2, GL_FLOAT, 8, tc[1][0] );
|
|
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
|
|
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD );
|
|
// glColor4f( fade[0], fade[0], fade[0], fade[1] );
|
|
glBegin( GL_TRIANGLE_STRIP );
|
|
|
|
glTexCoord2f( tc[0][0][0], tc[0][0][1] ); glVertex3f( 0, 0, 0.5 );
|
|
glTexCoord2f( tc[0][1][0], tc[0][1][1] ); glVertex3f( displaywidth, 0, 0.5 );
|
|
glTexCoord2f( tc[0][2][0], tc[0][2][1]+1 ); glVertex3f( 0, displayheight, 0.5 );
|
|
glTexCoord2f( tc[0][3][0], tc[0][3][1]+1 ); glVertex3f( displaywidth, displayheight, 0.5 );
|
|
|
|
glEnd();
|
|
|
|
// unbind the second texture
|
|
glBindTexture( GL_TEXTURE_2D, 0 );
|
|
glDisable( GL_TEXTURE_2D );
|
|
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
glActiveTexture( GL_TEXTURE0 );
|
|
glClientActiveTexture( GL_TEXTURE0 );
|
|
|
|
glColor4f( 1, 1, 1, 1 );
|
|
glEnable( GL_BLEND );
|
|
#if 0
|
|
// Enable depth test, but not depth writes, so the tile dorting
|
|
// minimizes the amount of time drawing the background when it
|
|
// is mostly covered.
|
|
glEnable( GL_DEPTH_TEST );
|
|
glDepthMask( 0 );
|
|
#endif
|
|
}
|
|
|
|
#define MAX_PACKET_LOG 64
|
|
int currentPacketLog;
|
|
int packetLogMsec[MAX_PACKET_LOG];
|
|
|
|
void iphonePacketTester() {
|
|
glClear( GL_COLOR_BUFFER_BIT );
|
|
|
|
if ( BackButton() ) {
|
|
menuState = IPM_MAIN;
|
|
return;
|
|
}
|
|
|
|
struct sockaddr_in sender;
|
|
unsigned senderLen = sizeof( sender );
|
|
byte buffer[1024];
|
|
while( 1 ) {
|
|
int r = recvfrom( gameSocket, buffer, sizeof( buffer ), 0, (struct sockaddr *)&sender, &senderLen );
|
|
if ( r == -1 ) {
|
|
break;
|
|
}
|
|
packetSetup_t *sp = (packetSetup_t *)buffer;
|
|
if ( sp->sendCount == setupPacket.sendCount ) {
|
|
Com_Printf( "Duplicated receive: %i\n", sp->sendCount );
|
|
} else if ( sp->sendCount < setupPacket.sendCount ) {
|
|
Com_Printf( "Out of order receive: %i < %i\n", sp->sendCount, setupPacket.sendCount );
|
|
} else if ( sp->sendCount > setupPacket.sendCount + 1 ) {
|
|
Com_Printf( "Dropped %i packets before %i\n", sp->sendCount - 1 - setupPacket.sendCount, sp->sendCount );
|
|
}
|
|
setupPacket = *sp;
|
|
packetLogMsec[currentPacketLog&(MAX_PACKET_LOG-1)] = SysIphoneMilliseconds();
|
|
currentPacketLog++;
|
|
}
|
|
|
|
color4_t activeColor = { 0, 255, 0, 255 };
|
|
for ( int i = 1 ; i < MAX_PACKET_LOG ; i++ ) {
|
|
int t1 = packetLogMsec[(currentPacketLog - i)&(MAX_PACKET_LOG-1)];
|
|
int t2 = packetLogMsec[(currentPacketLog - i - 1)&(MAX_PACKET_LOG-1)];
|
|
int msec = t1 - t2;
|
|
R_Draw_Fill( 0, i * 4, msec, 2, activeColor );
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
===================
|
|
iphoneStartMenu
|
|
|
|
===================
|
|
*/
|
|
void iphoneStartMenu() {
|
|
mapStart_t map;
|
|
if ( !iphoneMapSelectMenu( &map ) ) {
|
|
return;
|
|
}
|
|
if ( map.map == -1 ) {
|
|
// hit the back button
|
|
menuState = IPM_MAIN;
|
|
return;
|
|
}
|
|
|
|
StartSinglePlayerGame( map );
|
|
}
|
|
|
|
/*
|
|
===================
|
|
iphoneDrawMenus
|
|
|
|
===================
|
|
*/
|
|
void iphoneDrawMenus() {
|
|
|
|
// Because mState is global, i have no clue when it changes.
|
|
if( lastState != menuState ) {
|
|
// Menu State has Changed...
|
|
switch ( menuState ) {
|
|
case IPM_MAIN: IB_GotoMainMenu(); break;
|
|
case IPM_MULTIPLAYER: iphoneMultiplayerMenu(); break;
|
|
case IPM_MAPS: iphoneStartMenu(); break;
|
|
case IPM_CONTROLS: iphoneControlMenu(); break;
|
|
case IPM_OPTIONS: iphoneOptionsMenu(); break;
|
|
case IPM_HUDEDIT: HudEditFrame(); break;
|
|
}
|
|
|
|
lastState = menuState;
|
|
} else {
|
|
|
|
if ( menuState == IPM_PACKET_TEST ) {
|
|
// do this before the slow drawing background to get 60hz update rate
|
|
iphonePacketTester();
|
|
return;
|
|
}
|
|
|
|
// check for game start in a received setup packet
|
|
if ( !netgame && setupPacket.startGame ) {
|
|
if ( StartNetGame() ) {
|
|
setupPacket.startGame = false;
|
|
// we aren't in this game
|
|
return;
|
|
}
|
|
}
|
|
|
|
// interactive menus
|
|
switch ( menuState ) {
|
|
case IPM_MULTIPLAYER: iphoneMultiplayerMenu(); break;
|
|
case IPM_MAPS: iphoneStartMenu(); break;
|
|
case IPM_CONTROLS: iphoneControlMenu(); break;
|
|
case IPM_OPTIONS: iphoneOptionsMenu(); break;
|
|
case IPM_HUDEDIT: HudEditFrame(); break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|