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mars_dialog.pas
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//------------------------------------------------------------------------------
//
// Mars3D: A source port of the game "Mars - The Ultimate Fighter"
//
// Copyright (C) 1997 by Engine Technology CO. LTD
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 2018 by Retro Fans of Mars3D
// Copyright (C) 2004-2022 by Jim Valavanis
//
// 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:
// Mars dialogs
//
//------------------------------------------------------------------------------
// Site : https://sourceforge.net/projects/mars3d/
//------------------------------------------------------------------------------
{$I Mars3D.inc}
unit mars_dialog;
interface
uses
p_mobj_h;
//==============================================================================
//
// A_Dialog
//
//==============================================================================
procedure A_Dialog(actor: Pmobj_t);
implementation
uses
d_delphi,
g_game,
hu_stuff,
m_menu,
mn_textwrite,
p_common,
r_defs,
v_data,
v_video,
w_pak,
w_wad,
z_zone;
const
FOLDER_DIALOGS = 'DIALOGS';
var
dialog_font: Ppatch_tPArray;
dialog_shade: Ppatch_tPArray;
//==============================================================================
//
// MARS_DialogLoadText
//
//==============================================================================
function MARS_DialogLoadText(const lumpname: string): string;
var
lump: integer;
strm: TPakStream;
sl: TDStringList;
begin
if Length(lumpname) <= 8 then
begin
lump := W_CheckNumForName(lumpname);
if lump >= 0 then
begin
Result := W_TextLumpNum(lump);
Exit;
end;
end;
strm := TPakStream.Create(lumpname, pm_short, '', FOLDER_DIALOGS);
if strm.IOResult <> 0 then
begin
strm.Free;
Result := '';
Exit;
end;
sl := TDStringList.Create;
sl.LoadFromStream(strm);
Result := sl.Text;
sl.Free;
strm.Free;
end;
//==============================================================================
//
// M_DialogDimMsg
//
//==============================================================================
function M_DialogDimMsg(x, y: integer; str: string; const fnt: Ppatch_tPArray): string;
var
maxwidth: integer;
i, j: integer;
lst, lst2: TDStringList;
line, s, s1, s2: string;
function _StringWidth(const s: string): integer;
begin
Result := M_StringWidth(s, _MA_LEFT or _MC_UPPER, fnt);
end;
begin
maxwidth := 320 - 2 * x;
result := '';
if str = '' then
exit;
lst := TDStringList.Create;
lst.Text := strupper(str);
for i := 0 to lst.Count - 1 do
begin
lst2 := TDStringList.Create;
s := lst.Strings[i];
repeat
splitstring_ch(s, s1, s2);
lst2.Add(s1);
s := s2;
until s = '';
line := '';
for j := 0 to lst2.Count - 1 do
begin
if (_StringWidth(line + lst2.Strings[j]) <= maxwidth) or (line = '') then
begin
if line = '' then
line := lst2.Strings[j]
else
line := line + ' ' + lst2.Strings[j];
end
else
begin
result := result + line + #13#10;
line := lst2.Strings[j];
end;
end;
lst2.Free;
if line <> '' then
begin
result := result + line;
end;
if i <> lst.Count - 1 then
result := result + #13#10;
end;
lst.Free;
end;
const
MAXDIALOGMENUITEMS = 16;
var
dialogmenuitems: array[0..MAXDIALOGMENUITEMS - 1] of menuitem_t;
dialogmenus: array[0..MAXDIALOGMENUITEMS - 1] of menu_t;
dialoglumps: array[0..MAXDIALOGMENUITEMS - 1] of string;
numdialogs: Integer;
currentdialog: Integer;
//==============================================================================
//
// Mars_DialogChoice
//
//==============================================================================
procedure Mars_DialogChoice(choice: Integer);
begin
Inc(currentdialog);
if currentdialog = numdialogs then
menuactive := False
else
M_SetupNextMenu(@dialogmenus[currentdialog]);
end;
//==============================================================================
//
// MARS_DialogDrawer
//
//==============================================================================
procedure MARS_DialogDrawer;
var
str: string;
begin
V_DrawPatchTransparent(20, 10, SCN_FG, W_CacheLumpName('M_DIALOG', PU_STATIC), true);
str := M_DialogDimMsg(39, 17, MARS_DialogLoadText(dialoglumps[currentdialog]), dialog_font);
M_WriteText(39, 17, str, _MA_LEFT or _MC_UPPER, dialog_font, dialog_shade);
end;
//==============================================================================
//
// A_Dialog
//
//==============================================================================
procedure A_Dialog(actor: Pmobj_t);
var
i, cnt: integer;
pmi: Pmenuitem_t;
begin
if menuactive or netgame then
exit;
if demoplayback or demorecording then
exit;
if not P_CheckStateParams(actor, 1, CSP_AT_LEAST) then
exit;
cnt := actor.state.params.Count;
if cnt > MAXDIALOGMENUITEMS then
cnt := MAXDIALOGMENUITEMS;
numdialogs := cnt;
currentdialog := 0;
dialog_font := @ltgreen_font;
dialog_shade := @dark_font;
// Generate the menu sequence
pmi := @dialogmenuitems[0];
for i := 0 to cnt - 1 do
begin
pmi.status := 1;
pmi.name := '';
pmi.cmd := '';
pmi.routine := @Mars_DialogChoice;
pmi.pBoolVal := nil;
pmi.alphaKey := ' ';
Inc(pmi);
dialoglumps[i] := actor.state.params.StrVal[i];
dialogmenus[i].numitems := 1;
dialogmenus[i].prevMenu := nil;
dialogmenus[i].leftMenu := nil;
dialogmenus[i].rightMenu := nil;
dialogmenus[i].menuitems := Pmenuitem_tArray(@dialogmenuitems[i]);
dialogmenus[i].drawproc := @MARS_DialogDrawer; // draw routine
dialogmenus[i].x := 0;
dialogmenus[i].y := 0;
dialogmenus[i].lastOn := 0;
dialogmenus[i].itemheight := 10;
dialogmenus[i].flags := FLG_MN_RUNONSELECT;
end;
M_StartControlPanel;
M_MenuSound;
currentMenu := @dialogmenus[0];
end;
end.