p = Draw_CachePic ("gfx/ttl_sgl.lmp");
// Transfusion doesn't have a single player mode
- if (gamemode == GAME_TRANSFUSION || gamemode == GAME_NEXUIZ || gamemode == GAME_GOODVSBAD2)
+ if (gamemode == GAME_TRANSFUSION || gamemode == GAME_NEXUIZ || gamemode == GAME_GOODVSBAD2 || gamemode == GAME_BATTLEMECH)
{
M_DrawPic ((320 - p->width) / 2, 4, "gfx/ttl_sgl.lmp");
M_PrintWhite (95, 10 * 8, "Nexuiz is for");
else if (gamemode == GAME_GOODVSBAD2)
M_PrintWhite (95, 10 * 8, "Good Vs Bad 2 is for");
+ else if (gamemode == GAME_BATTLEMECH)
+ M_PrintWhite (95, 10 * 8, "Battlemech is for");
else
M_PrintWhite (95, 10 * 8, "Transfusion is for");
M_PrintWhite (83, 11 * 8, "multiplayer play only");
void M_SinglePlayer_Key (int key)
{
- if (gamemode == GAME_TRANSFUSION || gamemode == GAME_NEXUIZ || gamemode == GAME_GOODVSBAD2)
+ if (gamemode == GAME_TRANSFUSION || gamemode == GAME_NEXUIZ || gamemode == GAME_GOODVSBAD2 || gamemode == GAME_BATTLEMECH)
{
if (key == K_ESCAPE || key == K_ENTER)
m_state = m_main;
if (request-- == 0) return M_QuitMessage("you","want to quit?",NULL,NULL,NULL,NULL,NULL,NULL);
if (request-- == 0) return M_QuitMessage("Please stop playing","this stupid game",NULL,NULL,NULL,NULL,NULL,NULL);
break;
+ case GAME_BATTLEMECH:
+ if (request-- == 0) return M_QuitMessage("WHY","?",NULL,NULL,NULL,NULL,NULL,NULL);
+ if (request-- == 0) return M_QuitMessage("Leave now and your mech","is scrap!",NULL,NULL,NULL,NULL,NULL,NULL);
+ if (request-- == 0) return M_QuitMessage("Accept Defeat?",NULL,NULL,NULL,NULL,NULL,NULL,NULL);
+ if (request-- == 0) return M_QuitMessage("Wait!","There are more mechs to","destroy!",NULL,NULL,NULL,NULL,NULL);
+ if (request-- == 0) return M_QuitMessage("Where's your bloodlust?",NULL,NULL,NULL,NULL,NULL,NULL,NULL);
+ break;
default:
if (request-- == 0) return M_QuitMessage("Tired of fragging already?",NULL,NULL,NULL,NULL,NULL,NULL,NULL);
if (request-- == 0) return M_QuitMessage("Quit now and forfeit your bodycount?",NULL,NULL,NULL,NULL,NULL,NULL,NULL);
{"Levels? Bevels!", 0, 8},
};
+level_t battlemechlevels[] =
+{
+ {"start", "Parking Level"},
+ {"dm1", "Hot Dump"}, // 1
+ {"dm2", "The Pits"},
+ {"dm3", "Dimber Died"},
+ {"dm4", "Fire in the Hole"},
+ {"dm5", "Clubhouses"},
+ {"dm6", "Army go Underground"},
+};
+
+episode_t battlemechepisodes[] =
+{
+ {"Time for Battle", 0, 7},
+};
+
gamelevels_t sharewarequakegame = {"Shareware Quake", quakelevels, quakeepisodes, 2};
gamelevels_t registeredquakegame = {"Quake", quakelevels, quakeepisodes, 7};
gamelevels_t hipnoticgame = {"Scourge of Armagon", hipnoticlevels, hipnoticepisodes, 6};
gamelevels_t nehahragame = {"Nehahra", nehahralevels, nehahraepisodes, 4};
gamelevels_t transfusiongame = {"Transfusion", transfusionlevels, transfusionepisodes, 7};
gamelevels_t goodvsbad2game = {"Good Vs. Bad 2", goodvsbad2levels, goodvsbad2episodes, 1};
+gamelevels_t battlemechgame = {"Battlemech", battlemechlevels, battlemechepisodes, 1};
typedef struct
{
{GAME_NEHAHRA, &nehahragame, &nehahragame},
{GAME_TRANSFUSION, &transfusiongame, &transfusiongame},
{GAME_GOODVSBAD2, &goodvsbad2game, &goodvsbad2game},
+ {GAME_BATTLEMECH, &battlemechgame, &battlemechgame},
{-1, &sharewarequakegame, ®isteredquakegame} // final fallback
};