mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-23 19:00:27 +01:00
138 lines
4.8 KiB
C++
138 lines
4.8 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#include "StdH.h"
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#include <Engine/CurrentVersion.h>
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#include "MenuPrinting.h"
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#include "LevelInfo.h"
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#include "MenuStuff.h"
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#include "MNetworkStart.h"
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extern void UpdateNetworkLevel(INDEX iDummy);
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void CNetworkStartMenu::Initialize_t(void)
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{
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// title
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gm_mgTitle.mg_boxOnScreen = BoxTitle();
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gm_mgTitle.mg_strText = TRANS("START SERVER");
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gm_lhGadgets.AddTail(gm_mgTitle.mg_lnNode);
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// session name edit box
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gm_mgSessionName.mg_strText = _pGame->gam_strSessionName;
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gm_mgSessionName.mg_strLabel = TRANS("Session name:");
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gm_mgSessionName.mg_ctMaxStringLen = 25;
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gm_mgSessionName.mg_pstrToChange = &_pGame->gam_strSessionName;
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gm_mgSessionName.mg_boxOnScreen = BoxMediumRow(1);
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gm_mgSessionName.mg_bfsFontSize = BFS_MEDIUM;
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gm_mgSessionName.mg_iCenterI = -1;
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gm_mgSessionName.mg_pmgUp = &gm_mgStart;
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gm_mgSessionName.mg_pmgDown = &gm_mgGameType;
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gm_mgSessionName.mg_strTip = TRANS("name the session to start");
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gm_lhGadgets.AddTail(gm_mgSessionName.mg_lnNode);
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// game type trigger
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TRIGGER_MG(gm_mgGameType, 2,
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gm_mgSessionName, gm_mgDifficulty, TRANS("Game type:"), astrGameTypeRadioTexts);
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gm_mgGameType.mg_ctTexts = ctGameTypeRadioTexts;
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gm_mgGameType.mg_strTip = TRANS("choose type of multiplayer game");
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gm_mgGameType.mg_pOnTriggerChange = &UpdateNetworkLevel;
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// difficulty trigger
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TRIGGER_MG(gm_mgDifficulty, 3,
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gm_mgGameType, gm_mgLevel, TRANS("Difficulty:"), astrDifficultyRadioTexts);
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gm_mgDifficulty.mg_strTip = TRANS("choose difficulty level");
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// level name
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gm_mgLevel.mg_strText = "";
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gm_mgLevel.mg_strLabel = TRANS("Level:");
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gm_mgLevel.mg_boxOnScreen = BoxMediumRow(4);
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gm_mgLevel.mg_bfsFontSize = BFS_MEDIUM;
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gm_mgLevel.mg_iCenterI = -1;
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gm_mgLevel.mg_pmgUp = &gm_mgDifficulty;
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gm_mgLevel.mg_pmgDown = &gm_mgMaxPlayers;
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gm_mgLevel.mg_strTip = TRANS("choose the level to start");
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gm_mgLevel.mg_pActivatedFunction = NULL;
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gm_lhGadgets.AddTail(gm_mgLevel.mg_lnNode);
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// max players trigger
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TRIGGER_MG(gm_mgMaxPlayers, 5,
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gm_mgLevel, gm_mgWaitAllPlayers, TRANS("Max players:"), astrMaxPlayersRadioTexts);
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gm_mgMaxPlayers.mg_strTip = TRANS("choose maximum allowed number of players");
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// wait all players trigger
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TRIGGER_MG(gm_mgWaitAllPlayers, 6,
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gm_mgMaxPlayers, gm_mgVisible, TRANS("Wait for all players:"), astrNoYes);
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gm_mgWaitAllPlayers.mg_strTip = TRANS("if on, game won't start until all players have joined");
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// server visible trigger
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TRIGGER_MG(gm_mgVisible, 7,
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gm_mgMaxPlayers, gm_mgGameOptions, TRANS("Server visible:"), astrNoYes);
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gm_mgVisible.mg_strTip = TRANS("invisible servers are not listed, cleints have to join manually");
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// options button
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gm_mgGameOptions.mg_strText = TRANS("Game options");
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gm_mgGameOptions.mg_boxOnScreen = BoxMediumRow(8);
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gm_mgGameOptions.mg_bfsFontSize = BFS_MEDIUM;
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gm_mgGameOptions.mg_iCenterI = 0;
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gm_mgGameOptions.mg_pmgUp = &gm_mgVisible;
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gm_mgGameOptions.mg_pmgDown = &gm_mgStart;
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gm_mgGameOptions.mg_strTip = TRANS("adjust game rules");
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gm_mgGameOptions.mg_pActivatedFunction = NULL;
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gm_lhGadgets.AddTail(gm_mgGameOptions.mg_lnNode);
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// start button
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gm_mgStart.mg_bfsFontSize = BFS_LARGE;
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gm_mgStart.mg_boxOnScreen = BoxBigRow(7);
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gm_mgStart.mg_pmgUp = &gm_mgGameOptions;
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gm_mgStart.mg_pmgDown = &gm_mgSessionName;
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gm_mgStart.mg_strText = TRANS("START");
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gm_lhGadgets.AddTail(gm_mgStart.mg_lnNode);
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gm_mgStart.mg_pActivatedFunction = NULL;
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}
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void CNetworkStartMenu::StartMenu(void)
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{
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extern INDEX sam_bMentalActivated;
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gm_mgDifficulty.mg_ctTexts = sam_bMentalActivated ? 6 : 5;
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gm_mgGameType.mg_iSelected = Clamp(_pShell->GetINDEX("gam_iStartMode"), 0L, ctGameTypeRadioTexts - 1L);
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gm_mgGameType.ApplyCurrentSelection();
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gm_mgDifficulty.mg_iSelected = _pShell->GetINDEX("gam_iStartDifficulty") + 1;
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gm_mgDifficulty.ApplyCurrentSelection();
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_pShell->SetINDEX("gam_iStartMode", CSessionProperties::GM_COOPERATIVE);
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INDEX ctMaxPlayers = _pShell->GetINDEX("gam_ctMaxPlayers");
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if (ctMaxPlayers<2 || ctMaxPlayers>16) {
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ctMaxPlayers = 2;
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_pShell->SetINDEX("gam_ctMaxPlayers", ctMaxPlayers);
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}
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gm_mgMaxPlayers.mg_iSelected = ctMaxPlayers - 2;
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gm_mgMaxPlayers.ApplyCurrentSelection();
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gm_mgWaitAllPlayers.mg_iSelected = Clamp(_pShell->GetINDEX("gam_bWaitAllPlayers"), 0L, 1L);
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gm_mgWaitAllPlayers.ApplyCurrentSelection();
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gm_mgVisible.mg_iSelected = _pShell->GetINDEX("ser_bEnumeration");
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gm_mgVisible.ApplyCurrentSelection();
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UpdateNetworkLevel(0);
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CGameMenu::StartMenu();
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}
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void CNetworkStartMenu::EndMenu(void)
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{
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_pShell->SetINDEX("gam_iStartDifficulty", gm_mgDifficulty.mg_iSelected - 1);
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_pShell->SetINDEX("gam_iStartMode", gm_mgGameType.mg_iSelected);
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_pShell->SetINDEX("gam_bWaitAllPlayers", gm_mgWaitAllPlayers.mg_iSelected);
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_pShell->SetINDEX("gam_ctMaxPlayers", gm_mgMaxPlayers.mg_iSelected + 2);
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_pShell->SetINDEX("ser_bEnumeration", gm_mgVisible.mg_iSelected);
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CGameMenu::EndMenu();
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}
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