/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */

#include "StdH.h"
#include <Engine/CurrentVersion.h>
#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();
}