Serious-Engine/Sources/SeriousSam/MNetworkStart.cpp
2016-03-16 00:24:35 +03:00

138 lines
4.8 KiB
C++

/* 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();
}