/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */ #include "StdH.h" #include #include "MenuPrinting.h" #include "LevelInfo.h" #include "MenuStuff.h" #include "MNetworkStart.h" extern void UpdateNetworkLevel(INDEX iDummy); void CNetworkStartMenu::Initialize_t(void) { // title gm_mgTitle.mg_boxOnScreen = BoxTitle(); gm_mgTitle.mg_strText = TRANS("START SERVER"); gm_lhGadgets.AddTail(gm_mgTitle.mg_lnNode); // session name edit box gm_mgSessionName.mg_strText = _pGame->gam_strSessionName; gm_mgSessionName.mg_strLabel = TRANS("Session name:"); gm_mgSessionName.mg_ctMaxStringLen = 25; gm_mgSessionName.mg_pstrToChange = &_pGame->gam_strSessionName; gm_mgSessionName.mg_boxOnScreen = BoxMediumRow(1); gm_mgSessionName.mg_bfsFontSize = BFS_MEDIUM; gm_mgSessionName.mg_iCenterI = -1; gm_mgSessionName.mg_pmgUp = &gm_mgStart; gm_mgSessionName.mg_pmgDown = &gm_mgGameType; gm_mgSessionName.mg_strTip = TRANS("name the session to start"); gm_lhGadgets.AddTail(gm_mgSessionName.mg_lnNode); // game type trigger TRIGGER_MG(gm_mgGameType, 2, gm_mgSessionName, 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 = &UpdateNetworkLevel; // difficulty trigger TRIGGER_MG(gm_mgDifficulty, 3, 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(4); gm_mgLevel.mg_bfsFontSize = BFS_MEDIUM; gm_mgLevel.mg_iCenterI = -1; gm_mgLevel.mg_pmgUp = &gm_mgDifficulty; gm_mgLevel.mg_pmgDown = &gm_mgMaxPlayers; gm_mgLevel.mg_strTip = TRANS("choose the level to start"); gm_mgLevel.mg_pActivatedFunction = NULL; gm_lhGadgets.AddTail(gm_mgLevel.mg_lnNode); // max players trigger TRIGGER_MG(gm_mgMaxPlayers, 5, gm_mgLevel, gm_mgWaitAllPlayers, TRANS("Max players:"), astrMaxPlayersRadioTexts); gm_mgMaxPlayers.mg_strTip = TRANS("choose maximum allowed number of players"); // wait all players trigger TRIGGER_MG(gm_mgWaitAllPlayers, 6, gm_mgMaxPlayers, gm_mgVisible, TRANS("Wait for all players:"), astrNoYes); gm_mgWaitAllPlayers.mg_strTip = TRANS("if on, game won't start until all players have joined"); // server visible trigger TRIGGER_MG(gm_mgVisible, 7, gm_mgMaxPlayers, gm_mgGameOptions, TRANS("Server visible:"), astrNoYes); gm_mgVisible.mg_strTip = TRANS("invisible servers are not listed, cleints have to join manually"); // options button gm_mgGameOptions.mg_strText = TRANS("Game options"); gm_mgGameOptions.mg_boxOnScreen = BoxMediumRow(8); gm_mgGameOptions.mg_bfsFontSize = BFS_MEDIUM; gm_mgGameOptions.mg_iCenterI = 0; gm_mgGameOptions.mg_pmgUp = &gm_mgVisible; gm_mgGameOptions.mg_pmgDown = &gm_mgStart; gm_mgGameOptions.mg_strTip = TRANS("adjust game rules"); gm_mgGameOptions.mg_pActivatedFunction = NULL; gm_lhGadgets.AddTail(gm_mgGameOptions.mg_lnNode); // start button gm_mgStart.mg_bfsFontSize = BFS_LARGE; gm_mgStart.mg_boxOnScreen = BoxBigRow(7); gm_mgStart.mg_pmgUp = &gm_mgGameOptions; gm_mgStart.mg_pmgDown = &gm_mgSessionName; gm_mgStart.mg_strText = TRANS("START"); gm_lhGadgets.AddTail(gm_mgStart.mg_lnNode); gm_mgStart.mg_pActivatedFunction = NULL; } void CNetworkStartMenu::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(); _pShell->SetINDEX("gam_iStartMode", CSessionProperties::GM_COOPERATIVE); INDEX ctMaxPlayers = _pShell->GetINDEX("gam_ctMaxPlayers"); if (ctMaxPlayers<2 || ctMaxPlayers>16) { ctMaxPlayers = 2; _pShell->SetINDEX("gam_ctMaxPlayers", ctMaxPlayers); } gm_mgMaxPlayers.mg_iSelected = ctMaxPlayers - 2; gm_mgMaxPlayers.ApplyCurrentSelection(); gm_mgWaitAllPlayers.mg_iSelected = Clamp(_pShell->GetINDEX("gam_bWaitAllPlayers"), 0L, 1L); gm_mgWaitAllPlayers.ApplyCurrentSelection(); gm_mgVisible.mg_iSelected = _pShell->GetINDEX("ser_bEnumeration"); gm_mgVisible.ApplyCurrentSelection(); UpdateNetworkLevel(0); CGameMenu::StartMenu(); } void CNetworkStartMenu::EndMenu(void) { _pShell->SetINDEX("gam_iStartDifficulty", gm_mgDifficulty.mg_iSelected - 1); _pShell->SetINDEX("gam_iStartMode", gm_mgGameType.mg_iSelected); _pShell->SetINDEX("gam_bWaitAllPlayers", gm_mgWaitAllPlayers.mg_iSelected); _pShell->SetINDEX("gam_ctMaxPlayers", gm_mgMaxPlayers.mg_iSelected + 2); _pShell->SetINDEX("ser_bEnumeration", gm_mgVisible.mg_iSelected); CGameMenu::EndMenu(); }