/* Copyright (c) 2002-2012 Croteam Ltd. This program is free software; you can redistribute it and/or modify it under the terms of version 2 of the GNU General Public License as published by the Free Software Foundation 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "StdH.h" #include #include "MenuPrinting.h" #include "LevelInfo.h" #include "MenuStuff.h" #include "MSplitStart.h" extern void UpdateSplitLevel(INDEX iDummy); void CSplitStartMenu::Initialize_t(void) { // intialize split screen menu gm_mgTitle.mg_boxOnScreen = BoxTitle(); gm_mgTitle.mg_strText = TRANS("START SPLIT SCREEN"); gm_lhGadgets.AddTail(gm_mgTitle.mg_lnNode); // game type trigger TRIGGER_MG(gm_mgGameType, 0, gm_mgStart, gm_mgDifficulty, TRANS("Game type:"), astrGameTypeRadioTexts); gm_mgGameType.mg_ctTexts = ctGameTypeRadioTexts; gm_mgGameType.mg_strTip = TRANS("choose type of multiplayer game"); gm_mgGameType.mg_pOnTriggerChange = &UpdateSplitLevel; // difficulty trigger TRIGGER_MG(gm_mgDifficulty, 1, gm_mgGameType, gm_mgLevel, TRANS("Difficulty:"), astrDifficultyRadioTexts); gm_mgDifficulty.mg_strTip = TRANS("choose difficulty level"); // level name gm_mgLevel.mg_strText = ""; gm_mgLevel.mg_strLabel = TRANS("Level:"); gm_mgLevel.mg_boxOnScreen = BoxMediumRow(2); gm_mgLevel.mg_bfsFontSize = BFS_MEDIUM; gm_mgLevel.mg_iCenterI = -1; gm_mgLevel.mg_pmgUp = &gm_mgDifficulty; gm_mgLevel.mg_pmgDown = &gm_mgOptions; gm_mgLevel.mg_strTip = TRANS("choose the level to start"); gm_mgLevel.mg_pActivatedFunction = NULL; gm_lhGadgets.AddTail(gm_mgLevel.mg_lnNode); // options button gm_mgOptions.mg_strText = TRANS("Game options"); gm_mgOptions.mg_boxOnScreen = BoxMediumRow(3); gm_mgOptions.mg_bfsFontSize = BFS_MEDIUM; gm_mgOptions.mg_iCenterI = 0; gm_mgOptions.mg_pmgUp = &gm_mgLevel; gm_mgOptions.mg_pmgDown = &gm_mgStart; gm_mgOptions.mg_strTip = TRANS("adjust game rules"); gm_mgOptions.mg_pActivatedFunction = NULL; gm_lhGadgets.AddTail(gm_mgOptions.mg_lnNode); // start button gm_mgStart.mg_bfsFontSize = BFS_LARGE; gm_mgStart.mg_boxOnScreen = BoxBigRow(4); gm_mgStart.mg_pmgUp = &gm_mgOptions; gm_mgStart.mg_pmgDown = &gm_mgGameType; gm_mgStart.mg_strText = TRANS("START"); gm_lhGadgets.AddTail(gm_mgStart.mg_lnNode); gm_mgStart.mg_pActivatedFunction = NULL; } void CSplitStartMenu::StartMenu(void) { extern INDEX sam_bMentalActivated; gm_mgDifficulty.mg_ctTexts = sam_bMentalActivated ? 6 : 5; gm_mgGameType.mg_iSelected = Clamp(_pShell->GetINDEX("gam_iStartMode"), 0L, ctGameTypeRadioTexts - 1L); gm_mgGameType.ApplyCurrentSelection(); gm_mgDifficulty.mg_iSelected = _pShell->GetINDEX("gam_iStartDifficulty") + 1; gm_mgDifficulty.ApplyCurrentSelection(); // clamp maximum number of players to at least 4 _pShell->SetINDEX("gam_ctMaxPlayers", ClampDn(_pShell->GetINDEX("gam_ctMaxPlayers"), 4L)); UpdateSplitLevel(0); CGameMenu::StartMenu(); } void CSplitStartMenu::EndMenu(void) { _pShell->SetINDEX("gam_iStartDifficulty", gm_mgDifficulty.mg_iSelected - 1); _pShell->SetINDEX("gam_iStartMode", gm_mgGameType.mg_iSelected); CGameMenu::EndMenu(); }