mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-27 07:54:51 +01:00
230 lines
5.8 KiB
C++
230 lines
5.8 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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/* This file contains additional functions called from starters. */
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#include "StdH.h"
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#include <Engine/Build.h>
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#include "MenuManager.h"
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#include "MenuStartersAF.h"
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#include "MenuStarters.h"
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#include "MenuStuff.h"
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static CTFileName _fnDemoToPlay;
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static CTFileName _fnGameToLoad;
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extern CTString sam_strNetworkSettings;
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extern CTFileName _fnmModSelected;
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extern CTString _strModURLSelected;
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extern CTString _strModServerSelected;
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BOOL LSLoadSinglePlayer(const CTFileName &fnm)
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{
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_pGame->gm_StartSplitScreenCfg = CGame::SSC_PLAY1;
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_pGame->gm_aiStartLocalPlayers[0] = _pGame->gm_iSinglePlayer;
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_pGame->gm_aiStartLocalPlayers[1] = -1;
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_pGame->gm_aiStartLocalPlayers[2] = -1;
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_pGame->gm_aiStartLocalPlayers[3] = -1;
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_pGame->gm_strNetworkProvider = "Local";
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if (_pGame->LoadGame(fnm)) {
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StopMenus();
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_gmRunningGameMode = GM_SINGLE_PLAYER;
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}
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else {
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_gmRunningGameMode = GM_NONE;
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}
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return TRUE;
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}
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BOOL LSLoadNetwork(const CTFileName &fnm)
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{
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// call local players menu
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_fnGameToLoad = fnm;
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StartSelectPlayersMenuFromNetworkLoad();
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return TRUE;
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}
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BOOL LSLoadSplitScreen(const CTFileName &fnm)
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{
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// call local players menu
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_fnGameToLoad = fnm;
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StartSelectPlayersMenuFromSplitScreenLoad();
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return TRUE;
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}
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void StartDemoPlay(void)
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{
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_pGame->gm_StartSplitScreenCfg = CGame::SSC_OBSERVER;
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// play the demo
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_pGame->gm_strNetworkProvider = "Local";
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if (_pGame->StartDemoPlay(_fnDemoToPlay))
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{
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// exit menu and pull up the console
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StopMenus();
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if (_pGame->gm_csConsoleState != CS_OFF) _pGame->gm_csConsoleState = CS_TURNINGOFF;
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_gmRunningGameMode = GM_DEMO;
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}
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else {
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_gmRunningGameMode = GM_NONE;
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}
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}
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extern BOOL LSLoadDemo(const CTFileName &fnm)
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{
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// call local players menu
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_fnDemoToPlay = fnm;
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StartDemoPlay();
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return TRUE;
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}
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BOOL LSLoadPlayerModel(const CTFileName &fnm)
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{
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// get base filename
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CTString strBaseName = fnm.FileName();
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// set it for current player
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CPlayerCharacter &pc = _pGame->gm_apcPlayers[*_pGUIM->gmPlayerProfile.gm_piCurrentPlayer];
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CPlayerSettings *pps = (CPlayerSettings *)pc.pc_aubAppearance;
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memset(pps->ps_achModelFile, 0, sizeof(pps->ps_achModelFile));
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strncpy(pps->ps_achModelFile, strBaseName, sizeof(pps->ps_achModelFile));
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void MenuGoToParent(void);
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MenuGoToParent();
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return TRUE;
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}
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BOOL LSLoadControls(const CTFileName &fnm)
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{
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try {
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ControlsMenuOn();
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_pGame->gm_ctrlControlsExtra.Load_t(fnm);
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ControlsMenuOff();
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}
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catch (char *strError) {
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CPrintF("%s", strError);
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}
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void MenuGoToParent(void);
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MenuGoToParent();
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return TRUE;
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}
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BOOL LSLoadAddon(const CTFileName &fnm)
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{
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extern INDEX _iAddonExecState;
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extern CTFileName _fnmAddonToExec;
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_iAddonExecState = 1;
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_fnmAddonToExec = fnm;
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return TRUE;
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}
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BOOL LSLoadMod(const CTFileName &fnm)
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{
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_fnmModSelected = fnm;
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extern void ModConfirm(void);
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ModConfirm();
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return TRUE;
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}
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BOOL LSLoadCustom(const CTFileName &fnm)
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{
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_pGUIM->gmVarMenu.gm_mgTitle.mg_strText = TRANS("ADVANCED OPTIONS");
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// LoadStringVar(fnm.NoExt()+".des", mgVarTitle.mg_strText);
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// mgVarTitle.mg_strText.OnlyFirstLine();
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_pGUIM->gmVarMenu.gm_fnmMenuCFG = fnm;
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_pGUIM->gmVarMenu.gm_pgmParentMenu = &_pGUIM->gmLoadSaveMenu;
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ChangeToMenu(&_pGUIM->gmVarMenu);
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return TRUE;
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}
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BOOL LSLoadNetSettings(const CTFileName &fnm)
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{
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sam_strNetworkSettings = fnm;
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CTString strCmd;
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strCmd.PrintF("include \"%s\"", (const char*)sam_strNetworkSettings);
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_pShell->Execute(strCmd);
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void MenuGoToParent(void);
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MenuGoToParent();
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return TRUE;
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}
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// same function for saving in singleplay, network and splitscreen
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BOOL LSSaveAnyGame(const CTFileName &fnm)
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{
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if (_pGame->SaveGame(fnm)) {
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StopMenus();
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return TRUE;
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}
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else {
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return FALSE;
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}
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}
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BOOL LSSaveDemo(const CTFileName &fnm)
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{
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// save the demo
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if (_pGame->StartDemoRec(fnm)) {
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StopMenus();
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return TRUE;
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}
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else {
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return FALSE;
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}
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}
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void StartNetworkLoadGame(void)
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{
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// _pGame->gm_MenuSplitScreenCfg = (enum CGame::SplitScreenCfg) mgSplitScreenCfg.mg_iSelected;
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_pGame->gm_StartSplitScreenCfg = _pGame->gm_MenuSplitScreenCfg;
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_pGame->gm_aiStartLocalPlayers[0] = _pGame->gm_aiMenuLocalPlayers[0];
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_pGame->gm_aiStartLocalPlayers[1] = _pGame->gm_aiMenuLocalPlayers[1];
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_pGame->gm_aiStartLocalPlayers[2] = _pGame->gm_aiMenuLocalPlayers[2];
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_pGame->gm_aiStartLocalPlayers[3] = _pGame->gm_aiMenuLocalPlayers[3];
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_pGame->gm_strNetworkProvider = "TCP/IP Server";
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if (_pGame->LoadGame(_fnGameToLoad))
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{
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StopMenus();
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_gmRunningGameMode = GM_NETWORK;
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}
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else {
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_gmRunningGameMode = GM_NONE;
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}
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}
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void StartSplitScreenGameLoad(void)
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{
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// _pGame->gm_MenuSplitScreenCfg = (enum CGame::SplitScreenCfg) mgSplitScreenCfg.mg_iSelected;
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_pGame->gm_StartSplitScreenCfg = _pGame->gm_MenuSplitScreenCfg;
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_pGame->gm_aiStartLocalPlayers[0] = _pGame->gm_aiMenuLocalPlayers[0];
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_pGame->gm_aiStartLocalPlayers[1] = _pGame->gm_aiMenuLocalPlayers[1];
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_pGame->gm_aiStartLocalPlayers[2] = _pGame->gm_aiMenuLocalPlayers[2];
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_pGame->gm_aiStartLocalPlayers[3] = _pGame->gm_aiMenuLocalPlayers[3];
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_pGame->gm_strNetworkProvider = "Local";
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if (_pGame->LoadGame(_fnGameToLoad)) {
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StopMenus();
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_gmRunningGameMode = GM_SPLIT_SCREEN;
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}
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else {
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_gmRunningGameMode = GM_NONE;
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}
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} |