/* Copyright (C) 2009-2011 id Software LLC, a ZeniMax Media company. Copyright (C) 2009 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 "../doomiphone.h" typedef struct { int dataset; int episode; int map; const char *name; } mapData_t; mapData_t mapData[] = { { 0, 1, 1, "E1M1: Hangar" }, { 0, 1, 2, "E1M2: Nuclear Plant" }, { 0, 1, 3, "E1M3: Toxin Refinery" }, { 0, 1, 4, "E1M4: Command Control" }, { 0, 1, 5, "E1M5: Phobos Lab" }, { 0, 1, 6, "E1M6: Central Processing" }, { 0, 1, 7, "E1M7: Computer Station" }, { 0, 1, 8, "E1M8: Phobos Anomaly" }, { 0, 1, 9, "E1M9: Military Base" }, { 0, 2, 1, "E2M1: Deimos Anomaly" }, { 0, 2, 2, "E2M2: Containment Area" }, { 0, 2, 3, "E2M3: Refinery" }, { 0, 2, 4, "E2M4: Deimos Lab" }, { 0, 2, 5, "E2M5: Command Center" }, { 0, 2, 6, "E2M6: Halls of the Damned" }, { 0, 2, 7, "E2M7: Spawning Vats" }, { 0, 2, 8, "E2M8: Tower of Babel" }, { 0, 2, 9, "E2M9: Fortress of Mystery" }, { 0, 3, 1, "E3M1: Hell Keep" }, { 0, 3, 2, "E3M2: Slough of Despair" }, { 0, 3, 3, "E3M3: Pandemonium" }, { 0, 3, 4, "E3M4: House of Pain" }, { 0, 3, 5, "E3M5: Unholy Cathedral" }, { 0, 3, 6, "E3M6: Mt. Erebus" }, { 0, 3, 7, "E3M7: Limbo" }, { 0, 3, 8, "E3M8: Dis" }, { 0, 3, 9, "E3M9: Warrens" }, { 0, 4, 1, "E4M1: Hell Beneath" }, { 0, 4, 2, "E4M2: Perfect Hatred" }, { 0, 4, 3, "E4M3: Sever The Wicked" }, { 0, 4, 4, "E4M4: Unruly Evil" }, { 0, 4, 5, "E4M5: They Will Repent" }, { 0, 4, 6, "E4M6: Against Thee Wickedly" }, { 0, 4, 7, "E4M7: And Hell Followed" }, { 0, 4, 8, "E4M8: Unto The Cruel" }, { 0, 4, 9, "E4M9: Fear" }, #if 0 { 0, 0, 0, "level 1: entryway" }, { 0, 0, 0, "level 2: underhalls" }, { 0, 0, 0, "level 3: the gantlet" }, { 0, 0, 0, "level 4: the focus" }, { 0, 0, 0, "level 5: the waste tunnels" }, { 0, 0, 0, "level 6: the crusher" }, { 0, 0, 0, "level 7: dead simple" }, { 0, 0, 0, "level 8: tricks and traps" }, { 0, 0, 0, "level 9: the pit" }, { 0, 0, 0, "level 10: refueling base" }, { 0, 0, 0, "level 11: 'o' of destruction!" }, { 0, 0, 0, "level 12: the factory" }, { 0, 0, 0, "level 13: downtown" }, { 0, 0, 0, "level 14: the inmost dens" }, { 0, 0, 0, "level 15: industrial zone" }, { 0, 0, 0, "level 16: suburbs" }, { 0, 0, 0, "level 17: tenements" }, { 0, 0, 0, "level 18: the courtyard" }, { 0, 0, 0, "level 19: the citadel" }, { 0, 0, 0, "level 20: gotcha!" }, { 0, 0, 0, "level 21: nirvana" }, { 0, 0, 0, "level 22: the catacombs" }, { 0, 0, 0, "level 23: barrels o' fun" }, { 0, 0, 0, "level 24: the chasm" }, { 0, 0, 0, "level 25: bloodfalls" }, { 0, 0, 0, "level 26: the abandoned mines" }, { 0, 0, 0, "level 27: monster condo" }, { 0, 0, 0, "level 28: the spirit world" }, { 0, 0, 0, "level 29: the living end" }, { 0, 0, 0, "level 30: icon of sin" }, { 0, 0, 0, "level 31: wolfenstein" }, { 0, 0, 0, "level 32: grosse" }, { 0, 0, 0, "level 1: congo" }, { 0, 0, 0, "level 2: well of souls" }, { 0, 0, 0, "level 3: aztec" }, { 0, 0, 0, "level 4: caged" }, { 0, 0, 0, "level 5: ghost town" }, { 0, 0, 0, "level 6: baron's lair" }, { 0, 0, 0, "level 7: caughtyard" }, { 0, 0, 0, "level 8: realm" }, { 0, 0, 0, "level 9: abattoire" }, { 0, 0, 0, "level 10: onslaught" }, { 0, 0, 0, "level 11: hunted" }, { 0, 0, 0, "level 12: speed" }, { 0, 0, 0, "level 13: the crypt" }, { 0, 0, 0, "level 14: genesis" }, { 0, 0, 0, "level 15: the twilight" }, { 0, 0, 0, "level 16: the omen" }, { 0, 0, 0, "level 17: compound" }, { 0, 0, 0, "level 18: neurosphere" }, { 0, 0, 0, "level 19: nme" }, { 0, 0, 0, "level 20: the death domain" }, { 0, 0, 0, "level 21: slayer" }, { 0, 0, 0, "level 22: impossible mission" }, { 0, 0, 0, "level 23: tombstone" }, { 0, 0, 0, "level 24: the final frontier" }, { 0, 0, 0, "level 25: the temple of darkness" }, { 0, 0, 0, "level 26: bunker" }, { 0, 0, 0, "level 27: anti-christ" }, { 0, 0, 0, "level 28: the sewers" }, { 0, 0, 0, "level 29: odyssey of noises" }, { 0, 0, 0, "level 30: the gateway of hell" }, { 0, 0, 0, "level 31: cyberden" }, { 0, 0, 0, "level 32: go 2 it" }, { 0, 0, 0, "level 1: system control" }, { 0, 0, 0, "level 2: human bbq" }, { 0, 0, 0, "level 3: power control" }, { 0, 0, 0, "level 4: wormhole" }, { 0, 0, 0, "level 5: hanger" }, { 0, 0, 0, "level 6: open season" }, { 0, 0, 0, "level 7: prison" }, { 0, 0, 0, "level 8: metal" }, { 0, 0, 0, "level 9: stronghold" }, { 0, 0, 0, "level 10: redemption" }, { 0, 0, 0, "level 11: storage facility" }, { 0, 0, 0, "level 12: crater" }, { 0, 0, 0, "level 13: nukage processing" }, { 0, 0, 0, "level 14: steel works" }, { 0, 0, 0, "level 15: dead zone" }, { 0, 0, 0, "level 16: deepest reaches" }, { 0, 0, 0, "level 17: processing area" }, { 0, 0, 0, "level 18: mill" }, { 0, 0, 0, "level 19: shipping/respawning" }, { 0, 0, 0, "level 20: central processing" }, { 0, 0, 0, "level 21: administration center" }, { 0, 0, 0, "level 22: habitat" }, { 0, 0, 0, "level 23: lunar mining project" }, { 0, 0, 0, "level 24: quarry" }, { 0, 0, 0, "level 25: baron's den" }, { 0, 0, 0, "level 26: ballistyx" }, { 0, 0, 0, "level 27: mount pain" }, { 0, 0, 0, "level 28: heck" }, { 0, 0, 0, "level 29: river styx" }, { 0, 0, 0, "level 30: last call" }, { 0, 0, 0, "level 31: pharaoh" }, { 0, 0, 0, "level 32: caribbean" }, #endif { 0, 0, 0, NULL } }; /* =================== FindMapStats Finds or creats a mapStats_t structure for the given level. This can return NULL if the entire array is filled up, which may happen when people have an absurd number of downloaded levels. =================== */ mapStats_t *FindMapStats( int dataset, int episode, int map, boolean create ) { for ( int i = 0 ; i < playState.numMapStats ; i++ ) { mapStats_t *ms = &playState.mapStats[i]; if ( ms->dataset == dataset && ms->episode == episode && ms->map == map ) { return ms; } } if ( playState.numMapStats == MAX_MAPS ) { // all full. return NULL; } if ( !create ) { return NULL; } mapStats_t *cms = &playState.mapStats[playState.numMapStats]; cms->dataset = dataset; cms->episode = episode; cms->map = map; playState.numMapStats++; return cms; } /* ================== FindMapName episodes and maps are one base ================== */ const char *FindMapName( int dataset, int episode, int map ) { for ( mapData_t *md = mapData ; md->name ; md++ ) { if ( md->dataset == dataset && md->episode == episode && md->map == map ) { return md->name; } } return "UNKNOWN MAP NAME"; } /* ================== iphoneMapSelectMenu Skills are zero based: sk_baby=0, sk_easy, sk_medium, sk_hard, sk_nightmare=4 episodes are one base ================== */ static const int MAP_ROW_HEIGHT = 52; ibutton_t btnSkills[4]; int dragVelocity; ibutton_t dragScroll; mapData_t *selectedMap; int totalDrag; // for determining if a release will activate the level boolean iphoneMapSelectMenu( mapStart_t *map ) { static int prevDragY; if ( !dragScroll.x ) { // first initialization dragScroll.drawWidth = 480 - 80 - 64; dragScroll.drawHeight = 320; dragScroll.x = 64 + dragScroll.drawWidth / 2; dragScroll.y = 160; static char * skillNames[4] = { "iphone/skill_easy.tga", "iphone/skill_normal.tga", "iphone/skill_hard.tga", "iphone/skill_nightmare.tga" }; // not really "nightmare" skill since easy is "baby" for ( int i = 0 ; i < 4 ; i++ ) { SetButtonPics( &btnSkills[i], skillNames[i], "", 400, i*80 ); } } // check for drag-scrolling if ( dragScroll.touch ) { if ( dragScroll.touch->y != prevDragY ) { dragVelocity = dragScroll.touch->y - prevDragY; prevDragY = dragScroll.touch->y; totalDrag += abs( dragVelocity ); } } Cvar_SetValue( mapSelectY->name, mapSelectY->value - dragVelocity ); // decay the dragVelocity for ( int i = 0 ; i < 2 ; i++ ) { if ( dragVelocity < 0 ) { dragVelocity++; } else if ( dragVelocity > 0 ) { dragVelocity--; } } int iskill = (int)skill->value; if ( iskill < 0 ) { iskill = 0; Cvar_SetValue( skill->name, iskill ); } else if ( iskill >= MAX_SKILLS ) { iskill = MAX_SKILLS-1; Cvar_SetValue( skill->name, iskill ); } // snap back to bounds if dragging past end if ( mapSelectY->value < 0 ) { Cvar_SetValue( mapSelectY->name, 0 ); } int numMaps = 0; for ( mapData_t *map = mapData ; map->name != NULL ; map++ ) { numMaps++; } if ( mapSelectY->value > numMaps * MAP_ROW_HEIGHT - 320 ) { Cvar_SetValue( mapSelectY->name, numMaps * MAP_ROW_HEIGHT - 320 ); } // scrolling display of levels int y = -mapSelectY->value; mapData_t *startMap = NULL; for ( mapData_t *map = mapData ; map->name != NULL ; map++ ) { if ( y > -64 && y < 320 ) { // find the mapStat_t for this map, if it has ever been started int completionFlags = 0; mapStats_t *ms = FindMapStats( map->dataset, map->episode, map->map, false ); if ( ms ) { completionFlags = ms->completionFlags[iskill]; } // if we aren't already dragging, check for a touch on a map button if ( !dragScroll.touch ) { touch_t *touch = TouchInBounds( 120, y, 400-128, 48 ); if ( touch ) { Sound_StartLocalSound( "iphone/bdown_01.wav" ); dragScroll.touch = touch; prevDragY = touch->y; touch->controlOwner = &dragScroll; selectedMap = map; } } // color background based on selected / entered / completed state if ( selectedMap == map ) { glColor4f( 1,1,1,1 ); // launch if released } else if ( completionFlags & MF_COMPLETED ) { glColor4f( 0.2, 0.5, 0.2, 1 ); } else if ( completionFlags & MF_TRIED ) { glColor4f( 0.5, 0.2, 0.2, 1 ); } else { glColor4f( 0.4, 0.4, 0.4, 1 ); } // use -1 x to avoid a texture wrap seam PK_StretchTexture( PK_FindTexture( "iphone/long_string_box.tga" ), 110, y, 400-114, 48 ); glColor4f( 1,1,1,1 ); // draw the text float w = StringFontWidth( map->name ); float fontScale = 0.75; if ( w > 360 ) { fontScale *= ( 360 / w ); } iphoneDrawText( 120, y+32, fontScale, map->name ); // add the awards if ( completionFlags & MF_KILLS ) { PK_DrawTexture( PK_FindTexture( "iphone/kills.tga" ), 80, y+4 ); } if ( completionFlags & MF_TIME ) { PK_DrawTexture( PK_FindTexture( "iphone/par.tga" ), 40, y+4 ); } if ( completionFlags & MF_SECRETS ) { PK_DrawTexture( PK_FindTexture( "iphone/secrets.tga" ), 0, y+4 ); } } y += MAP_ROW_HEIGHT; } if ( numTouches == 0 ) { totalDrag = 0; } // draw the skill level for ( int i = 0 ; i < 4 ; i++ ) { if ( i == iskill ) { btnSkills[i].buttonFlags = 0; } else { btnSkills[i].buttonFlags = BF_DIMMED; } if ( HandleButton( &btnSkills[i] ) ) { Cvar_SetValue( skill->name, i ); } } glColor4f( 1, 1, 1, 1 ); // handle back button before checking for touches in the awards area if ( BackButton() ) { map->map = -1; return true; } // if we aren't already dragging, check for a touch anywhere outside the skill buttons if ( !dragScroll.touch ) { touch_t *touch = TouchInBounds( 0, 0, 400-128, 320 ); if ( touch ) { dragScroll.touch = touch; prevDragY = touch->y; touch->controlOwner = &dragScroll; selectedMap = NULL; Sound_StartLocalSoundAtVolume( "iphone/controller_down_01_SILENCE.wav", touchClick->value ); } } else { // if we dragged more than a few pixels, don't launch the level if ( totalDrag > 8 ) { selectedMap = NULL; } if ( !dragScroll.touch->down ) { // lifted finger dragScroll.touch = NULL; if ( selectedMap ) { Sound_StartLocalSound( "iphone/baction_01.wav" ); startMap = selectedMap; selectedMap = NULL; } else { Sound_StartLocalSoundAtVolume( "iphone/controller_up_01_SILENCE.wav", touchClick->value ); } } } if ( !startMap ) { return false; } map->skill = iskill; map->episode = startMap->episode; map->map = startMap->map; map->dataset = startMap->dataset; return true; }