/* * Copyright (C) Volition, Inc. 1999. All rights reserved. * * All source code herein is the property of Volition, Inc. You may not sell * or otherwise commercially exploit the source or things you created based on the * source. * */ /* * $Logfile: /Freespace2/code/MenuUI/PlayerMenu.cpp $ * $Revision: 2.30.2.4 $ * $Date: 2007-10-28 16:38:13 $ * $Author: taylor $ * * Code to drive the Player Select initial screen * * $Log: not supported by cvs2svn $ * Revision 2.30.2.3 2007/09/02 02:07:43 Goober5000 * added fixes for #1415 and #1483, made sure every read_file_text had a corresponding setjmp, and sync'd the parse error messages between HEAD and stable * * Revision 2.30.2.2 2006/10/01 19:22:15 taylor * re-fix this crap that I managed to break last time (was Mantis bug 1066 I think) * * Revision 2.30.2.1 2006/09/24 13:27:22 taylor * fix for deletion of multiplayer pilots (Mantis bug #1066) * * Revision 2.30 2006/04/20 06:32:07 Goober5000 * proper capitalization according to Volition * * Revision 2.29 2006/04/14 18:44:16 taylor * remove all of the *_ex() parsing functions added for use by EFFs * add a pause/unpause for parsing so that we can safely start parsing something new then continue parsing something old * make Mission_text and Mission_text_raw only use the memory needed, and free it when it doesn't need to parse anymore * (should work ok with FRED2, but I wasn't able to test it) * * Revision 2.28 2005/12/06 03:14:45 taylor * fix for string overwrites with get_version_string() * * Revision 2.27 2005/10/10 17:21:05 taylor * remove NO_NETWORK * * Revision 2.26 2005/08/09 10:06:47 taylor * well that was rather stupid of me, this would crash if old + new pilots went over MAX_PILOTS * * Revision 2.25 2005/07/22 10:18:37 Goober5000 * CVS header tweaks * --Goober5000 * * Revision 2.24 2005/07/13 03:26:00 Goober5000 * remove PreProcDefine #includes in FS2 * --Goober5000 * * Revision 2.23 2005/07/02 19:43:54 taylor * ton of non-standard resolution fixes * * Revision 2.22 2005/05/12 17:49:13 taylor * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros * fixes various problems and is past time to make the switch * * Revision 2.21 2005/04/12 19:22:48 taylor * more demo support (Jens Granseuer) * * Revision 2.20 2005/04/05 05:53:19 taylor * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) * * Revision 2.19 2005/03/10 08:00:08 taylor * change min/max to MIN/MAX to fix GCC problems * add lab stuff to Makefile * build unbreakage for everything that's not MSVC++ 6 * lots of warning fixes * fix OpenGL rendering problem with ship insignias * no Warnings() in non-debug mode for Linux (like Windows) * some campaign savefile fixage to stop reverting everyones data * * Revision 2.18 2005/03/02 21:24:44 taylor * more network/inferno goodness for Windows, takes care of a few warnings too * * Revision 2.17 2005/01/31 23:27:54 taylor * merge with Linux/OSX tree - p0131-2 * * Revision 2.16 2004/12/22 21:49:05 taylor * add a popup to make sure people know about pilot upgrade * * Revision 2.15 2004/12/05 23:47:18 taylor * fix old V bug when cancelling the pilot select screen * * Revision 2.14 2004/10/31 21:53:23 taylor * new pilot code support, no-multiplayer and compiler warning fixes, center mouse cursor for redalert missions * * Revision 2.13 2004/07/26 20:47:37 Kazan * remove MCD complete * * Revision 2.12 2004/07/17 18:46:07 taylor * various OGL and memory leak fixes * * Revision 2.11 2004/07/12 16:32:53 Kazan * MCD - define _MCD_CHECK to use memory tracking * * Revision 2.10 2004/03/28 17:49:55 taylor * runtime language selection, mantis:0000133 * * Revision 2.9 2004/03/05 09:01:53 Goober5000 * Uber pass at reducing #includes * --Goober5000 * * Revision 2.8 2004/02/20 04:29:55 bobboau * pluged memory leaks, * 3D HTL lasers (they work perfictly) * and posably fixed Turnsky's shinemap bug * * Revision 2.7 2003/11/11 02:15:43 Goober5000 * ubercommit - basically spelling and language fixes with some additional * warnings disabled * --Goober5000 * * Revision 2.6 2003/10/27 23:04:22 randomtiger * Added -no_set_gamma flags * Fixed up some more non standard res stuff * Improved selection of device type, this includes using a pure device when allowed which means dev should not use Get* functions in D3D * Made fade in credits work * Stopped a call to gr_reser_lighting() in non htl mode when the pointer was NULL, was causing a crash loading a fogged level * Deleted directx8 directory content, has never been needed. * * Revision 2.5 2003/08/20 08:11:00 wmcoolmon * Added error screens to the barracks and start screens when a pilot file can't be deleted * * Revision 2.4 2003/03/18 10:07:03 unknownplayer * The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can. * * Revision 2.3 2003/01/14 04:00:15 Goober5000 * allowed for up to 256 main halls * --Goober5000 * * Revision 2.2.2.1 2002/09/24 18:56:43 randomtiger * DX8 branch commit * * This is the scub of UP's previous code with the more up to date RT code. * For full details check previous dev e-mails * * Revision 2.2 2002/08/04 05:12:42 penguin * Display fs2_open version instead of "FreeSpace 2" * * Revision 2.1 2002/08/01 01:41:06 penguin * The big include file move * * Revision 2.0 2002/06/03 04:02:24 penguin * Warpcore CVS sync * * Revision 1.2 2002/05/10 20:42:44 mharris * use "ifndef NO_NETWORK" all over the place * * Revision 1.1 2002/05/02 18:03:09 mharris * Initial checkin - converted filenames and includes to lower case * * * 43 11/02/99 11:42a Jefff * fixed copyright symbol in german fonts * * 42 10/27/99 12:27a Jefff * localized tips correctly * * 41 9/13/99 4:52p Dave * RESPAWN FIX * * 40 9/02/99 11:10a Jefff * fixed 1024 list display bug - was only showing 8 pilots at a time * * 39 8/26/99 8:51p Dave * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes. * * 38 8/26/99 9:45a Dave * First pass at easter eggs and cheats. * * 37 8/16/99 6:39p Jefff * * 36 8/16/99 6:37p Jefff * minor string alterations * * 35 8/05/99 4:17p Dave * Tweaks to client interpolation. * * 34 8/05/99 11:29a Mikek * Jacked up number of comments from 20 to 40, thereby doubling the * quality of our game. * * 33 8/04/99 10:53a Dave * Added title to the user tips popup. * * 32 8/03/99 3:21p Jefff * * 31 8/03/99 10:32a Jefff * raised location of bottom_text to not interfere w/ logo. changed * "please enter callsign" to "type callsign and press enter" * * 30 8/02/99 9:13p Dave * Added popup tips. * * 29 7/30/99 10:29a Jefff * fixed colors of bottom display texts * * 28 7/27/99 7:17p Jefff * Replaced some art text with XSTR() text. * * 27 7/19/99 2:06p Jasons * Remove all palette stuff from player select menu. * * 26 7/15/99 9:20a Andsager * FS2_DEMO initial checkin * * 25 7/09/99 9:51a Dave * Added thick polyline code. * * 24 6/11/99 11:13a Dave * last minute changes before press tour build. * * 23 5/21/99 6:45p Dave * Sped up ui loading a bit. Sped up localization disk access stuff. Multi * start game screen, multi password, and multi pxo-help screen. * * 22 4/25/99 3:02p Dave * Build defines for the E3 build. * * 21 3/25/99 2:31p Neilk * Coordinate changes to handle new artwork * * 20 2/25/99 4:19p Dave * Added multiplayer_beta defines. Added cd_check define. Fixed a few * release build warnings. Added more data to the squad war request and * response packets. * * 19 2/01/99 5:55p Dave * Removed the idea of explicit bitmaps for buttons. Fixed text * highlighting for disabled gadgets. * * 18 1/30/99 5:08p Dave * More new hi-res stuff.Support for nice D3D textures. * * 17 1/30/99 1:53a Dave * Fix some harcoded coords. * * 16 1/30/99 1:28a Dave * 1024x768 full support. * * 15 1/29/99 1:25p Dave * New code for choose pilot screen. * * 14 1/29/99 12:47a Dave * Put in sounds for beam weapon. A bunch of interface screens (tech * database stuff). * * 13 1/12/99 12:53a Dave * More work on beam weapons - made collision detection very efficient - * collide against all object types properly - made 3 movement types * smooth. Put in test code to check for possible non-darkening pixels on * object textures. * * 12 12/18/98 1:13a Dave * Rough 1024x768 support for Direct3D. Proper detection and usage through * the launcher. * * 11 12/06/98 2:36p Dave * Drastically improved nebula fogging. * * 10 12/01/98 6:20p Dave * Removed tga test bitmap code. * * 9 12/01/98 4:46p Dave * Put in targa bitmap support (16 bit). * * 8 11/30/98 1:07p Dave * 16 bit conversion, first run. * * 7 11/20/98 11:16a Dave * Fixed up IPX support a bit. Making sure that switching modes and * loading/saving pilot files maintains proper state. * * 6 11/19/98 4:19p Dave * Put IPX sockets back in psnet. Consolidated all multiplayer config * files into one. * * 5 11/05/98 4:18p Dave * First run nebula support. Beefed up localization a bit. Removed all * conditional compiles for foreign versions. Modified mission file * format. * * 4 10/13/98 9:28a Dave * Started neatening up freespace.h. Many variables renamed and * reorganized. Added AlphaColors.[h,cpp] * * 3 10/09/98 2:57p Dave * Starting splitting up OS stuff. * * 2 10/07/98 10:53a Dave * Initial checkin. * * 1 10/07/98 10:49a Dave * * * $NoKeywords: $ * */ #include #include "menuui/playermenu.h" #include "ui/ui.h" #include "gamesnd/gamesnd.h" #include "playerman/player.h" #include "io/key.h" #include "playerman/managepilot.h" #include "freespace2/freespace.h" #include "gamesequence/gamesequence.h" #include "cmdline/cmdline.h" #include "osapi/osregistry.h" #include "menuui/mainhallmenu.h" #include "popup/popup.h" #include "globalincs/alphacolors.h" #include "localization/localize.h" #include "mission/missioncampaign.h" #include "parse/parselo.h" #include "cfile/cfile.h" #include "network/multi.h" // -------------------------------------------------------------------------------------------------------- // Demo title screen #ifdef FS2_DEMO #include "io/mouse.h" #include "io/timer.h" static int Demo_title_active = 0; static int Demo_title_bitmap = -1; static int Demo_title_expire_timestamp = 0; static int Demo_title_need_fade_in = 1; static char *Demo_title_bitmap_filename = NOX("DemoTitle1"); #endif // -------------------------------------------------------------------------------------------------------- // PLAYER SELECT defines // //#define MAX_PLAYER_SELECT_LINES 8 // max # of pilots displayed at once int Player_select_max_lines[GR_NUM_RESOLUTIONS] = { // max # of pilots displayed at once 8, // GR_640 15 // GR_1024 }; // button control defines #define NUM_PLAYER_SELECT_BUTTONS 8 // button control defines #define CREATE_PILOT_BUTTON 0 // #define CLONE_BUTTON 1 // #define DELETE_BUTTON 2 // #define SCROLL_LIST_UP_BUTTON 3 // #define SCROLL_LIST_DOWN_BUTTON 4 // #define ACCEPT_BUTTON 5 // #define SINGLE_BUTTON 6 // #define MULTI_BUTTON 7 // // list text display area int Choose_list_coords[GR_NUM_RESOLUTIONS][4] = { { // GR_640 114, 117, 400, 87 }, { // GR_1024 183, 186, 640, 139 } }; char *Player_select_background_bitmap_name[GR_NUM_RESOLUTIONS] = { "ChoosePilot", "2_ChoosePilot" }; char *Player_select_background_mask_bitmap[GR_NUM_RESOLUTIONS] = { "ChoosePilot-m", "2_ChoosePilot-m" }; // #define PLAYER_SELECT_PALETTE NOX("ChoosePilotPalette") // palette for the screen #define PLAYER_SELECT_MAIN_HALL_OVERLAY NOX("MainHall1") // main hall help overlay // convenient struct for handling all button controls struct barracks_buttons { char *filename; int x, y, xt, yt; int hotspot; UI_BUTTON button; // because we have a class inside this struct, we need the constructor below.. barracks_buttons(char *name, int x1, int y1, int xt1, int yt1, int h) : filename(name), x(x1), y(y1), xt(xt1), yt(yt1), hotspot(h) {} }; static barracks_buttons Player_select_buttons[GR_NUM_RESOLUTIONS][NUM_PLAYER_SELECT_BUTTONS] = { { // GR_640 // create, clone and delete (respectively) barracks_buttons("CPB_00", 114, 205, 117, 240, 0), barracks_buttons("CPB_01", 172, 205, 175, 240, 1), barracks_buttons("CPB_02", 226, 205, 229, 240, 2), // scroll up, scroll down, and accept (respectively) barracks_buttons("CPB_03", 429, 213, -1, -1, 3), barracks_buttons("CPB_04", 456, 213, -1, -1, 4), barracks_buttons("CPB_05", 481, 207, 484, 246, 5), // single player select and multiplayer select, respectively barracks_buttons("CPB_06", 428, 82, 430, 108, 6), barracks_buttons("CPB_07", 477, 82, 481, 108, 7) }, { // GR_1024 // create, clone and delete (respectively) barracks_buttons("2_CPB_00", 182, 328, 199, 384, 0), barracks_buttons("2_CPB_01", 275, 328, 292, 384, 1), barracks_buttons("2_CPB_02", 361, 328, 379, 384, 2), // scroll up, scroll down, and accept (respectively) barracks_buttons("2_CPB_03", 686, 341, -1, -1, 3), barracks_buttons("2_CPB_04", 729, 341, -1, -1, 4), barracks_buttons("2_CPB_05", 770, 332, 787, 394, 5), // single player select and multiplayer select, respectively barracks_buttons("2_CPB_06", 685, 132, 700, 173, 6), barracks_buttons("2_CPB_07", 764, 132, 782, 173, 7) } }; // FIXME add to strings.tbl #define PLAYER_SELECT_NUM_TEXT 1 UI_XSTR Player_select_text[GR_NUM_RESOLUTIONS][PLAYER_SELECT_NUM_TEXT] = { { // GR_640 { "Choose Pilot", 1436, 122, 90, UI_XSTR_COLOR_GREEN, -1, NULL } }, { // GR_1024 { "Choose Pilot", 1436, 195, 143, UI_XSTR_COLOR_GREEN, -1, NULL } } }; UI_WINDOW Player_select_window; // ui window for this screen UI_BUTTON Player_select_list_region; // button for detecting mouse clicks on this screen UI_INPUTBOX Player_select_input_box; // input box for adding new pilot names // #define PLAYER_SELECT_PALETTE_FNAME NOX("InterfacePalette") int Player_select_background_bitmap; // bitmap for this screen // int Player_select_palette; // palette bitmap for this screen int Player_select_autoaccept = 0; // int Player_select_palette_set = 0; // flag indicating if this is the absolute first pilot created and selected. Used to determine // if the main hall should display the help overlay screen int Player_select_very_first_pilot = 0; int Player_select_initial_count = 0; char Player_select_very_first_pilot_callsign[CALLSIGN_LEN + 2]; extern int Main_hall_bitmap; // bitmap handle to the main hall bitmap int Player_select_mode; // single or multiplayer - never set directly. use player_select_init_player_stuff() int Player_select_num_pilots; // # of pilots on the list int Player_select_list_start; // index of first list item to start displaying in the box int Player_select_pilot; // index into the Pilot array of which is selected as the active pilot int Player_select_input_mode; // 0 if the player _isn't_ typing a callsign, 1 if he is char Pilots_arr[MAX_PILOTS][MAX_FILENAME_LEN]; char *Pilots[MAX_PILOTS]; int Player_select_clone_flag; // clone the currently selected pilot char Player_select_last_pilot[CALLSIGN_LEN + 10]; // callsign of the last used pilot, or none if there wasn't one int Player_select_last_is_multi; int Player_select_force_main_hall = -1; static int Player_select_no_save_pilot = 0; // to skip save of pilot in pilot_select_close() int Player_select_screen_active = 0; // for pilot savefile loading - taylor // notification text areas static int Player_select_bottom_text_y[GR_NUM_RESOLUTIONS] = { 314, // GR_640 502 // GR_1024 }; static int Player_select_middle_text_y[GR_NUM_RESOLUTIONS] = { 253, // GR_640 404 // GR_1024 }; char Player_select_bottom_text[150] = ""; char Player_select_middle_text[150] = ""; void player_select_set_bottom_text(char *txt); void player_select_set_middle_text(char *txt); // FORWARD DECLARATIONS void player_select_init_player_stuff(int mode); // switch between single and multiplayer modes void player_select_set_input_mode(int n); void player_select_button_pressed(int n); void player_select_scroll_list_up(); void player_select_scroll_list_down(); int player_select_create_new_pilot(); void player_select_delete_pilot(); void player_select_display_all_text(); void player_select_display_copyright(); void player_select_set_bottom_text(char *txt); void player_select_set_controls(int gray); void player_select_draw_list(); void player_select_process_noninput(int k); void player_select_process_input(int k); int player_select_pilot_file_filter(char *filename); int player_select_get_last_pilot_info(); void player_select_eval_very_first_pilot(); void player_select_commit(); void player_select_cancel_create(); extern int delete_pilot_file(char *pilot_name, int single); // basically, gray out all controls (gray == 1), or ungray the controls (gray == 0) void player_select_set_controls(int gray) { int idx; for(idx=0;idx= 0 ) { #ifndef HARDWARE_ONLY palette_use_bm_palette(Demo_title_bitmap); #endif Demo_title_active = 1; Demo_title_expire_timestamp = timestamp(5000); } else { Demo_title_active = 0; } */ Demo_title_active = 0; #endif // create the UI window Player_select_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0); Player_select_window.set_mask_bmap(Player_select_background_mask_bitmap[gr_screen.res]); // initialize the control buttons for (i=0; ibutton.create(&Player_select_window, NULL, b->x, b->y, 60, 30, 1, 1); else b->button.create(&Player_select_window, NULL, b->x, b->y, 60, 30, 1, 1); // set its highlight action b->button.set_highlight_action(common_play_highlight_sound); // set its animation bitmaps b->button.set_bmaps(b->filename); // link the mask hotspot b->button.link_hotspot(b->hotspot); } // add some text w = &Player_select_window; w->add_XSTR("Create", 1034, Player_select_buttons[gr_screen.res][CREATE_PILOT_BUTTON].xt, Player_select_buttons[gr_screen.res][CREATE_PILOT_BUTTON].yt, &Player_select_buttons[gr_screen.res][CREATE_PILOT_BUTTON].button, UI_XSTR_COLOR_GREEN); w->add_XSTR("Clone", 1040, Player_select_buttons[gr_screen.res][CLONE_BUTTON].xt, Player_select_buttons[gr_screen.res][CLONE_BUTTON].yt, &Player_select_buttons[gr_screen.res][CLONE_BUTTON].button, UI_XSTR_COLOR_GREEN); w->add_XSTR("Remove", 1038, Player_select_buttons[gr_screen.res][DELETE_BUTTON].xt, Player_select_buttons[gr_screen.res][DELETE_BUTTON].yt, &Player_select_buttons[gr_screen.res][DELETE_BUTTON].button, UI_XSTR_COLOR_GREEN); w->add_XSTR("Select", 1039, Player_select_buttons[gr_screen.res][ACCEPT_BUTTON].xt, Player_select_buttons[gr_screen.res][ACCEPT_BUTTON].yt, &Player_select_buttons[gr_screen.res][ACCEPT_BUTTON].button, UI_XSTR_COLOR_PINK); w->add_XSTR("Single", 1041, Player_select_buttons[gr_screen.res][SINGLE_BUTTON].xt, Player_select_buttons[gr_screen.res][SINGLE_BUTTON].yt, &Player_select_buttons[gr_screen.res][SINGLE_BUTTON].button, UI_XSTR_COLOR_GREEN); w->add_XSTR("Multi", 1042, Player_select_buttons[gr_screen.res][MULTI_BUTTON].xt, Player_select_buttons[gr_screen.res][MULTI_BUTTON].yt, &Player_select_buttons[gr_screen.res][MULTI_BUTTON].button, UI_XSTR_COLOR_GREEN); for(i=0; iadd_XSTR(&Player_select_text[gr_screen.res][i]); } // create the list button text select region Player_select_list_region.create(&Player_select_window, "", Choose_list_coords[gr_screen.res][0], Choose_list_coords[gr_screen.res][1], Choose_list_coords[gr_screen.res][2], Choose_list_coords[gr_screen.res][3], 0, 1); Player_select_list_region.hide(); // create the pilot callsign input box Player_select_input_box.create(&Player_select_window, Choose_list_coords[gr_screen.res][0], Choose_list_coords[gr_screen.res][1], Choose_list_coords[gr_screen.res][2] , CALLSIGN_LEN - 1, "", UI_INPUTBOX_FLAG_INVIS | UI_INPUTBOX_FLAG_KEYTHRU | UI_INPUTBOX_FLAG_LETTER_FIRST); Player_select_input_box.set_valid_chars(VALID_PILOT_CHARS); Player_select_input_box.hide(); Player_select_input_box.disable(); // not currently entering any text Player_select_input_mode = 0; // set up hotkeys for buttons so we draw the correct animation frame when a key is pressed Player_select_buttons[gr_screen.res][SCROLL_LIST_UP_BUTTON].button.set_hotkey(KEY_UP); Player_select_buttons[gr_screen.res][SCROLL_LIST_DOWN_BUTTON].button.set_hotkey(KEY_DOWN); Player_select_buttons[gr_screen.res][ACCEPT_BUTTON].button.set_hotkey(KEY_ENTER); Player_select_buttons[gr_screen.res][CREATE_PILOT_BUTTON].button.set_hotkey(KEY_C); // disable the single player button in the multiplayer beta #ifdef MULTIPLAYER_BETA_BUILD Player_select_buttons[gr_screen.res][SINGLE_BUTTON].button.hide(); Player_select_buttons[gr_screen.res][SINGLE_BUTTON].button.disable(); #elif defined(E3_BUILD) || defined(PRESS_TOUR_BUILD) Player_select_buttons[gr_screen.res][MULTI_BUTTON].button.hide(); Player_select_buttons[gr_screen.res][MULTI_BUTTON].button.disable(); #endif // attempt to load in the background bitmap Player_select_background_bitmap = bm_load(Player_select_background_bitmap_name[gr_screen.res]); Assert(Player_select_background_bitmap >= 0); // load in the palette for the screen // Player_select_palette = bm_load(PLAYER_SELECT_PALETTE); // Player_select_palette_set = 0; // unset the very first pilot data Player_select_very_first_pilot = 0; Player_select_initial_count = -1; memset(Player_select_very_first_pilot_callsign, 0, CALLSIGN_LEN + 2); // if(Player_select_num_pilots == 0){ // Player_select_autoaccept = 1; // } // if we found a pilot #if defined(DEMO) || defined(OEM_BUILD) || defined(E3_BUILD) || defined(PRESS_TOUR_BUILD) // not for FS2_DEMO player_select_init_player_stuff(PLAYER_SELECT_MODE_SINGLE); #elif defined(MULTIPLAYER_BETA_BUILD) player_select_init_player_stuff(PLAYER_SELECT_MODE_MULTI); #else if (player_select_get_last_pilot_info()) { if (Player_select_last_is_multi && !Networking_disabled) { player_select_init_player_stuff(PLAYER_SELECT_MODE_MULTI); } else { player_select_init_player_stuff(PLAYER_SELECT_MODE_SINGLE); } } // otherwise go to the single player mode by default else { player_select_init_player_stuff(PLAYER_SELECT_MODE_SINGLE); } #endif if((Player_select_num_pilots == 1) && Player_select_input_mode){ Player_select_autoaccept = 1; } } #ifdef FS2_DEMO // Display the demo title screen void demo_title_blit() { int k; Mouse_hidden = 1; if ( timestamp_elapsed(Demo_title_expire_timestamp) ) { Demo_title_active = 0; } k = game_poll(); if ( k > 0 ) { Demo_title_active = 0; } if ( Demo_title_need_fade_in ) { gr_fade_out(0); } gr_set_bitmap(Demo_title_bitmap); gr_bitmap(0,0); gr_flip(); if ( Demo_title_need_fade_in ) { gr_fade_in(0); Demo_title_need_fade_in = 0; } if ( !Demo_title_active ) { gr_fade_out(0); Mouse_hidden = 0; } } #endif // no need to reset this to false because we only ever see player_select once per game run static bool Startup_warning_dialog_displayed = false; void player_select_do() { int k; // Goober5000 - display a popup warning about problems in the mod if ((Global_warning_count > 10 || Global_error_count > 0) && !Startup_warning_dialog_displayed) { char text[512]; sprintf(text, "Warning!\n\nThe currently active mod has generated %d warnings and/or errors during program startup. These could have been caused by anything from incorrectly formated table files to corrupt models. While FreeSpace Open will attempt to compensate for these issues, it cannot guarantee a trouble-free gameplay experience. Source Code Project staff cannot provide assistance or support for these problems, as they are caused by the mod's data files, not FreeSpace Open's source code.", Global_warning_count + Global_error_count); popup(PF_TITLE_BIG | PF_TITLE_RED, 1, POPUP_OK, text); Startup_warning_dialog_displayed = true; } #ifdef FS2_DEMO if ( Demo_title_active ) { // demo_title_blit(); return; } #endif //if ( !Player_select_palette_set ) { // Assert(Player_select_palette >= 0); //#ifndef HARDWARE_ONLY // palette_use_bm_palette(Player_select_palette); //#endif // Player_select_palette_set = 1; // } // set the input box at the "virtual" line 0 to be active so the player can enter a callsign if (Player_select_input_mode){ Player_select_input_box.set_focus(); } // process any ui window stuff k = Player_select_window.process(); if (k) { extern void game_process_cheats(int k); game_process_cheats(k); } switch (k) { // switch between single and multiplayer modes case KEY_TAB: { #if defined(DEMO) || defined(OEM_BUILD) // not for FS2_DEMO break; #else if (Player_select_input_mode) { gamesnd_play_iface(SND_GENERAL_FAIL); break; } // play a little sound gamesnd_play_iface(SND_USER_SELECT); if (Player_select_mode == PLAYER_SELECT_MODE_MULTI) { player_select_set_bottom_text(XSTR( "Single-Player Mode", 376)); // reinitialize as single player mode player_select_init_player_stuff(PLAYER_SELECT_MODE_SINGLE); } else if (Player_select_mode == PLAYER_SELECT_MODE_SINGLE) { player_select_set_bottom_text(XSTR( "Multiplayer Mode", 377)); // reinitialize as multiplayer mode player_select_init_player_stuff(PLAYER_SELECT_MODE_MULTI); } break; #endif } case KEY_ESC: { // we can hit ESC to get out of text input mode, and we don't want // to set this var in that case since it will crash on a NULL Player // ptr when going to the mainhall if ( !Player_select_input_mode ) { Player_select_no_save_pilot = 1; } break; } } // draw the player select pseudo-dialog over it gr_set_bitmap(Player_select_background_bitmap); gr_bitmap(0,0); // press the accept button if (Player_select_autoaccept) { Player_select_buttons[gr_screen.res][ACCEPT_BUTTON].button.press_button(); } // draw any ui window stuf Player_select_window.draw(); // light up the correct mode button (single or multi) if (Player_select_mode == PLAYER_SELECT_MODE_SINGLE){ Player_select_buttons[gr_screen.res][SINGLE_BUTTON].button.draw_forced(2); } else { Player_select_buttons[gr_screen.res][MULTI_BUTTON].button.draw_forced(2); } // draw the pilot list text player_select_draw_list(); // draw copyright message on the bottom on the screen player_select_display_copyright(); if (!Player_select_input_mode) { player_select_process_noninput(k); } else { player_select_process_input(k); } // draw any pending messages on the bottom or middle of the screen player_select_display_all_text(); #ifndef RELEASE_REAL // gr_set_color_fast(&Color_bright_green); // gr_string(0x8000, 10, "Development version - DO NOT RELEASE"); #endif /* gr_set_color(255, 0, 0); vec3d whee[5]; vec3d *arr[5] = {&whee[0], &whee[1], &whee[2], &whee[3], &whee[4]}; whee[0].x = 10; whee[0].y = 10; whee[0].z = 0.0f; whee[1].x = 50; whee[1].y = 50; whee[1].z = 0.0f; whee[2].x = 50; whee[2].y = 90; whee[2].z = 0.0f; whee[3].x = 90; whee[3].y = 130; whee[3].z = 0.0f; whee[4].x = 180; whee[4].y = 130; whee[4].z = 0.0f; gr_pline_special(arr, 5, 2); */ gr_flip(); } void player_select_close() { // destroy the player select window Player_select_window.destroy(); // if we're in input mode - we should undo the pilot create reqeust if(Player_select_input_mode){ player_select_cancel_create(); } // if we are just exiting then don't try to save any pilot files - taylor if (Player_select_no_save_pilot) { Player = NULL; return; } // actually set up the Player struct here if((Player_select_pilot == -1) || (Player_select_num_pilots == 0)){ nprintf(("General","WARNING! No pilot selected! We should be exiting the game now!\n")); return; } // unload all bitmaps if(Player_select_background_bitmap >= 0){ bm_release(Player_select_background_bitmap); Player_select_background_bitmap = -1; } // if(Player_select_palette >= 0){ // bm_release(Player_select_palette); //Player_select_palette = -1; // } // setup the player struct Player_num = 0; Player = &Players[0]; Player->flags |= PLAYER_FLAGS_STRUCTURE_IN_USE; // now read in a the pilot data if (read_pilot_file(Pilots[Player_select_pilot], !Player_select_mode, Player) != 0) { Error(LOCATION,"Couldn't load pilot file, bailing"); Player = NULL; } else { if (Player_select_mode == PLAYER_SELECT_MODE_SINGLE) { mission_load_up_campaign(); // load up campaign savefile - taylor } } if (Player_select_force_main_hall >= 0) { Player->main_hall = Player_select_force_main_hall; } // free memory from all parsing so far, all tbls found during game_init() // and the current campaign which we loaded here stop_parse(); Player_select_screen_active = 0; //WMC - Set appropriate game mode if ( Player->flags & PLAYER_FLAGS_IS_MULTI ){ Game_mode = GM_MULTIPLAYER; } else { Game_mode = GM_NORMAL; } } void player_select_set_input_mode(int n) { int i; // set the input mode Player_select_input_mode = n; // enable all the player select buttons for (i=0; i= MAX_PILOTS) { player_select_set_bottom_text(XSTR( "You already have the maximum # of pilots!", 379)); gamesnd_play_iface(SND_GENERAL_FAIL); break; } if (Player_select_pilot >= 0) { // first we have to make sure this guy is actually loaded for when we create the clone if (Player == NULL) { Player = &Players[0]; Player->flags |= PLAYER_FLAGS_STRUCTURE_IN_USE; } // attempt to read in the pilot file of the guy to be cloned if (read_pilot_file(Pilots[Player_select_pilot], !Player_select_mode, Player) != 0) { Error(LOCATION,"Couldn't load pilot file, bailing"); Player = NULL; Int3(); } else { if (Player_select_mode == PLAYER_SELECT_MODE_SINGLE) { mission_load_up_campaign(); // get campaign file - taylor } } // set the clone flag Player_select_clone_flag = 1; // create the new pilot (will be cloned with Player_select_clone_flag_set) if (!player_select_create_new_pilot()) { player_select_set_bottom_text(XSTR( "Error creating new pilot file!", 380)); Player_select_clone_flag = 0; memset(Player,0,sizeof(player)); Player = NULL; break; } // clear the player out // JH: How do you clone a pilot if you clear out the source you are copying // from? These next 2 lines are pure stupidity, so I commented them out! // memset(Player,0,sizeof(player)); // Player = NULL; // display some text on the bottom of the dialog player_select_set_bottom_text(XSTR( "Type Callsign and Press Enter", 381)); // gray out all controls in the dialog player_select_set_controls(1); } break; case CREATE_PILOT_BUTTON: // if we're at max-pilots, don't allow another to be added if(Player_select_num_pilots >= MAX_PILOTS){ player_select_set_bottom_text(XSTR( "You already have the maximum # of pilots!", 379)); gamesnd_play_iface(SND_GENERAL_FAIL); break; } // create a new pilot if (!player_select_create_new_pilot()) { player_select_set_bottom_text(XSTR( "Type Callsign and Press Enter", 381)); } // don't clone anyone Player_select_clone_flag = 0; // display some text on the bottom of the dialog player_select_set_bottom_text(XSTR( "Type Callsign and Press Enter", 381)); // gray out all controls player_select_set_controls(1); break; case DELETE_BUTTON: player_select_set_bottom_text(""); if (Player_select_pilot >= 0) { // display a popup requesting confirmation ret = popup(PF_TITLE_BIG | PF_TITLE_RED, 2, POPUP_NO, POPUP_YES, XSTR( "Warning!\n\nAre you sure you wish to delete this pilot?", 382)); // delete the pilot if(ret == 1){ player_select_delete_pilot(); } } break; case SINGLE_BUTTON: player_select_set_bottom_text(""); Player_select_autoaccept = 0; // switch to single player mode if (Player_select_mode != PLAYER_SELECT_MODE_SINGLE) { // play a little sound gamesnd_play_iface(SND_USER_SELECT); player_select_set_bottom_text(XSTR( "Single Player Mode", 376)); // reinitialize as single player mode player_select_init_player_stuff(PLAYER_SELECT_MODE_SINGLE); } else { gamesnd_play_iface(SND_GENERAL_FAIL); } break; case MULTI_BUTTON: player_select_set_bottom_text(""); Player_select_autoaccept = 0; #if defined(DEMO) || defined(OEM_BUILD) // not for FS2_DEMO game_feature_not_in_demo_popup(); #else if ( Networking_disabled ) { game_feature_disabled_popup(); break; } // switch to multiplayer mode if (Player_select_mode != PLAYER_SELECT_MODE_MULTI) { // play a little sound gamesnd_play_iface(SND_USER_SELECT); player_select_set_bottom_text(XSTR( "Multiplayer Mode", 377)); // reinitialize as multiplayer mode player_select_init_player_stuff(PLAYER_SELECT_MODE_MULTI); } else { gamesnd_play_iface(SND_GENERAL_FAIL); } #endif break; } } int player_select_create_new_pilot() { int idx; // make sure we haven't reached the max if (Player_select_num_pilots >= MAX_PILOTS) { gamesnd_play_iface(SND_GENERAL_FAIL); return 0; } int play_scroll_sound = 1; #ifdef FS2_DEMO if ( Demo_title_active ) { play_scroll_sound = 0; } #endif if ( play_scroll_sound ) { gamesnd_play_iface(SND_SCROLL); } idx = Player_select_num_pilots; // move all the pilots in the list up while (idx--) { strcpy(Pilots[idx + 1], Pilots[idx]); } // by default, set the default netgame protocol to be VMT Multi_options_g.protocol = NET_TCP; // select the beginning of the list Player_select_pilot = 0; Player_select_num_pilots++; Pilots[Player_select_pilot][0] = 0; Player_select_list_start= 0; // set us to be in input mode player_select_set_input_mode(1); // set the input box to have focus Player_select_input_box.set_focus(); Player_select_input_box.set_text(""); Player_select_input_box.update_dimensions(Choose_list_coords[gr_screen.res][0], Choose_list_coords[gr_screen.res][1], Choose_list_coords[gr_screen.res][2], gr_get_font_height()); return 1; } void player_select_delete_pilot() { char filename[MAX_PATH_LEN + 1]; int i, deleted_cur_pilot; int del_rval; deleted_cur_pilot = 0; // tack on the full path and the pilot file extension // build up the path name length // make sure we do this based upon whether we're in single or multiplayer mode strcpy( filename, Pilots[Player_select_pilot] ); del_rval = delete_pilot_file(filename, (Player_select_mode == PLAYER_SELECT_MODE_SINGLE) ? 1 : 0); if ( !del_rval ) { popup(PF_USE_AFFIRMATIVE_ICON | PF_TITLE_BIG | PF_TITLE_RED, 1, POPUP_OK, XSTR("Error\nFailed to delete pilot file. File may be read-only.", -1)); return; } // move all the players down for (i=Player_select_pilot; i= Player_select_num_pilots) { Player_select_pilot = Player_select_num_pilots - 1; } } // scroll the list of players up void player_select_scroll_list_up() { if (Player_select_pilot == -1) return; // change the pilot selected index and play the appropriate sound if (Player_select_pilot) { Player_select_pilot--; gamesnd_play_iface(SND_SCROLL); } else { gamesnd_play_iface(SND_GENERAL_FAIL); } if (Player_select_pilot < Player_select_list_start){ Player_select_list_start = Player_select_pilot; } } // scroll the list of players down void player_select_scroll_list_down() { // change the pilot selected index and play the appropriate sound if (Player_select_pilot < Player_select_num_pilots - 1) { Player_select_pilot++; gamesnd_play_iface(SND_SCROLL); } else { gamesnd_play_iface(SND_GENERAL_FAIL); } if (Player_select_pilot >= (Player_select_list_start + Player_select_max_lines[gr_screen.res])){ Player_select_list_start++; } } // fill in the data on the last played pilot (callsign and is_multi or not) int player_select_get_last_pilot_info() { char *last_player; last_player = os_config_read_string( NULL, "LastPlayer", NULL); if(last_player == NULL){ return 0; } else { strcpy(Player_select_last_pilot,last_player); } // determine if he was a single or multi-player based upon the last character in his callsign Player_select_last_is_multi = Player_select_last_pilot[strlen(Player_select_last_pilot)-1] == 'M' ? 1 : 0; Player_select_last_pilot[strlen(Player_select_last_pilot)-1]='\0'; return 1; } int player_select_get_last_pilot() { // if the player has the Cmdline_use_last_pilot command line option set, try and drop out quickly if(Cmdline_use_last_pilot){ int idx; if(!player_select_get_last_pilot_info()){ return 0; } Get_file_list_filter = player_select_pilot_file_filter; if (Player_select_last_is_multi) { Player_select_num_pilots = cf_get_file_list_preallocated(MAX_PILOTS, Pilots_arr, Pilots, CF_TYPE_MULTI_PLAYERS, NOX("*.plr"), CF_SORT_TIME); } else { int i,j, new_pilot_num = 0; int old_pilot_num = 0; char old_pilots_arr[MAX_PILOTS][MAX_FILENAME_LEN]; char *old_pilots[MAX_PILOTS]; Player_select_num_pilots = cf_get_file_list_preallocated(MAX_PILOTS, Pilots_arr, Pilots, CF_TYPE_SINGLE_PLAYERS, NOX("*.pl2"), CF_SORT_TIME); old_pilot_num = cf_get_file_list_preallocated(MAX_PILOTS, old_pilots_arr, old_pilots, CF_TYPE_SINGLE_PLAYERS, NOX("*.plr"), CF_SORT_TIME); new_pilot_num = MIN((Player_select_num_pilots + old_pilot_num), MAX_PILOTS); for (i = Player_select_num_pilots; i= MAX_PILOTS ) break; strcpy( Pilots[i], old_pilots[j] ); Player_select_num_pilots++; i++; } } } Player_select_pilot = -1; idx = 0; // pick the last player for(idx=0;idxflags |= PLAYER_FLAGS_STRUCTURE_IN_USE; return 1; } } return 0; } void player_select_init_player_stuff(int mode) { Player_select_list_start = 0; // set the select mode to single player for default Player_select_mode = mode; // load up the list of players based upon the Player_select_mode (single or multiplayer) Get_file_list_filter = player_select_pilot_file_filter; if (mode == PLAYER_SELECT_MODE_SINGLE) { int i,j, new_pilot_num = 0; int old_pilot_num = 0; char old_pilots_arr[MAX_PILOTS][MAX_FILENAME_LEN]; char *old_pilots[MAX_PILOTS]; Player_select_num_pilots = cf_get_file_list_preallocated(MAX_PILOTS, Pilots_arr, Pilots, CF_TYPE_SINGLE_PLAYERS, NOX("*.pl2"), CF_SORT_TIME); old_pilot_num = cf_get_file_list_preallocated(MAX_PILOTS, old_pilots_arr, old_pilots, CF_TYPE_SINGLE_PLAYERS, NOX("*.plr"), CF_SORT_TIME); new_pilot_num = MIN((Player_select_num_pilots + old_pilot_num), MAX_PILOTS); for (i = Player_select_num_pilots; i= MAX_PILOTS ) break; strcpy( Pilots[i], old_pilots[j] ); Player_select_num_pilots++; i++; } } } else { Player_select_num_pilots = cf_get_file_list_preallocated(MAX_PILOTS, Pilots_arr, Pilots, CF_TYPE_MULTI_PLAYERS, NOX("*.plr"), CF_SORT_TIME); } Player = NULL; // if this value is -1, it means we should set it to the num pilots count if(Player_select_initial_count == -1){ Player_select_initial_count = Player_select_num_pilots; } // select the first pilot if any exist, otherwise set to -1 if (Player_select_num_pilots == 0) { Player_select_pilot = -1; player_select_set_middle_text(XSTR( "Type Callsign and Press Enter", 381)); player_select_set_controls(1); // gray out the controls player_select_create_new_pilot(); } else { Player_select_pilot = 0; } } void player_select_draw_list() { int idx; for (idx=0; idx= 0) { int ret; // display a popup requesting confirmation ret = popup(PF_USE_AFFIRMATIVE_ICON | PF_USE_NEGATIVE_ICON,2,POPUP_NO,POPUP_YES,XSTR( "Are you sure you want to delete this pilot?", 383)); // delete the pilot if(ret == 1){ player_select_delete_pilot(); } } break; } // check to see if the user has clicked on the "list region" button // and change the selected pilot appropriately if (Player_select_list_region.pressed()) { int click_y; // get the mouse position Player_select_list_region.get_mouse_pos(NULL, &click_y); // determine what index to select //idx = (click_y+5) / 10; idx = click_y / gr_get_font_height(); // if he selected a valid item if(((idx + Player_select_list_start) < Player_select_num_pilots) && (idx >= 0)){ Player_select_pilot = idx + Player_select_list_start; } } // if the player has double clicked on a valid pilot, choose it and hit the accept button if (Player_select_list_region.double_clicked()) { if ((Player_select_pilot >= 0) && (Player_select_pilot < Player_select_num_pilots)) { player_select_button_pressed(ACCEPT_BUTTON); } } } void player_select_process_input(int k) { char buf[CALLSIGN_LEN + 1]; int idx,z; // if the player is in the process of typing in a new pilot name... switch (k) { // cancel create pilot case KEY_ESC: player_select_cancel_create(); break; // accept a new pilot name case KEY_ENTER: Player_select_input_box.get_text(buf); drop_white_space(buf); z = 0; if (!isalpha(*buf)) { z = 1; } else { for (idx=1; buf[idx]; idx++) { if (!isalpha(buf[idx]) && !isdigit(buf[idx]) && !strchr(VALID_PILOT_CHARS, buf[idx])) { z = 1; break; } } } for (idx=1; idxflags |= PLAYER_FLAGS_STRUCTURE_IN_USE; } strcpy(Player->callsign, buf); init_new_pilot(Player, !Player_select_clone_flag); // set him as being a multiplayer pilot if we're in the correct mode if (Player_select_mode == PLAYER_SELECT_MODE_MULTI) { Player->flags |= PLAYER_FLAGS_IS_MULTI; Player->stats.flags |= STATS_FLAG_MULTIPLAYER; } // create his pilot file write_pilot_file(Player); // unset the player memset(Player, 0, sizeof(player)); Player = NULL; // make this guy the selected pilot and put him first on the list Player_select_pilot = 0; // unset the input mode player_select_set_input_mode(0); // clear any pending bottom text player_select_set_bottom_text(""); // clear any pending middle text player_select_set_middle_text(""); // ungray all the controls player_select_set_controls(0); // evaluate whether or not this is the very first pilot player_select_eval_very_first_pilot(); break; case 0: break; // always kill middle text when a char is pressed in input mode default: player_select_set_middle_text(""); break; } } // draw copyright message on the bottom on the screen void player_select_display_copyright() { int sx, sy, w; char Copyright_msg1[256], Copyright_msg2[256]; // strcpy(Copyright_msg1, XSTR("Descent: FreeSpace - The Great War, Copyright c 1998, Volition, Inc.", -1)); gr_set_color_fast(&Color_white); // sprintf(Copyright_msg1, NOX("FreeSpace 2")); get_version_string(Copyright_msg1, sizeof(Copyright_msg1)); if (Lcl_gr) { sprintf(Copyright_msg2, XSTR("Copyright %c 1999, Volition, Inc. All rights reserved.", 385), '\xA8'); } else { sprintf(Copyright_msg2, XSTR("Copyright %c 1999, Volition, Inc. All rights reserved.", 385), '\x83'); } gr_get_string_size(&w, NULL, Copyright_msg1); sx = fl2i((gr_screen.max_w_unscaled / 2) - w/2.0f + 0.5f); sy = (gr_screen.max_h_unscaled - 2) - 2*gr_get_font_height(); gr_string(sx, sy, Copyright_msg1); gr_get_string_size(&w, NULL, Copyright_msg2); sx = fl2i((gr_screen.max_w_unscaled / 2) - w/2.0f + 0.5f); sy = (gr_screen.max_h_unscaled - 2) - gr_get_font_height(); gr_string(sx, sy, Copyright_msg2); } void player_select_display_all_text() { int w, h; // only draw if we actually have a valid string if (strlen(Player_select_bottom_text)) { gr_get_string_size(&w, &h, Player_select_bottom_text); w = (gr_screen.max_w_unscaled - w) / 2; gr_set_color_fast(&Color_bright_white); gr_printf(w, Player_select_bottom_text_y[gr_screen.res], Player_select_bottom_text); } // only draw if we actually have a valid string if (strlen(Player_select_middle_text)) { gr_get_string_size(&w, &h, Player_select_middle_text); w = (gr_screen.max_w_unscaled - w) / 2; gr_set_color_fast(&Color_bright_white); gr_printf(w, Player_select_middle_text_y[gr_screen.res], Player_select_middle_text); } } int player_select_pilot_file_filter(char *filename) { return !verify_pilot_file(filename, Player_select_mode == PLAYER_SELECT_MODE_SINGLE); } void player_select_set_bottom_text(char *txt) { if (txt) { strncpy(Player_select_bottom_text, txt, 149); } } void player_select_set_middle_text(char *txt) { if (txt) { strncpy(Player_select_middle_text, txt, 149); } } void player_select_eval_very_first_pilot() { // never bring up the initial main hall help overlay // Player_select_very_first_pilot = 0; // if we already have this flag set, check to see if our callsigns match if(Player_select_very_first_pilot){ // if the callsign has changed, unset the flag if(strcmp(Player_select_very_first_pilot_callsign,Pilots[Player_select_pilot])){ Player_select_very_first_pilot = 0; } } // otherwise check to see if there is only 1 pilot else { if((Player_select_num_pilots == 1) && (Player_select_initial_count == 0)){ // set up the data Player_select_very_first_pilot = 1; strcpy(Player_select_very_first_pilot_callsign,Pilots[Player_select_pilot]); } } } void player_select_commit() { // if we've gotten to this point, we should have ensured this was the case Assert(Player_select_num_pilots > 0); // check to see if we are going to try and upgrade or not if ( pilot_file_upgrade_check(Pilots[Player_select_pilot], !Player_select_mode) ) return; gameseq_post_event(GS_EVENT_MAIN_MENU); gamesnd_play_iface(SND_COMMIT_PRESSED); // evaluate if this is the _very_ first pilot player_select_eval_very_first_pilot(); } void player_select_cancel_create() { int idx; Player_select_num_pilots--; // make sure we correct the Selected_pilot index to account for the cancelled action if (Player_select_num_pilots == 0) { Player_select_pilot = -1; } // move all pilots down for (idx=0; idx= MAIN_HALLS_MAX) { dc_printf("Main hall index out of range\n"); } else { Player_select_force_main_hall = idx; dc_printf("Player is now on main hall #%d\n", idx); } } else { Player_select_force_main_hall = 1; dc_printf("Player is now on the Bastion\n"); } Dc_status = 0; } if (Dc_help) { dc_printf("Usage: bastion [index]\n"); dc_printf(" [index] -- optional main hall index; if not supplied, defaults to 1\n"); Dc_status = 0; } if (Dc_status) { dc_printf("There is no current main hall, as the player has not been selected yet!\n"); } } #define MAX_PLAYER_TIPS 40 char *Player_tips[MAX_PLAYER_TIPS]; int Num_player_tips; int Player_tips_shown = 0; // tooltips void player_tips_init() { int rval; Num_player_tips = 0; // begin external localization stuff lcl_ext_open(); if ((rval = setjmp(parse_abort)) != 0) { mprintf(("TABLES: Unable to parse '%s'! Error code = %i.\n", "tips.tbl", rval)); lcl_ext_close(); return; } read_file_text("tips.tbl", CF_TYPE_TABLES); reset_parse(); while(!optional_string("#end")){ required_string("+Tip:"); if(Num_player_tips >= MAX_PLAYER_TIPS){ break; } Player_tips[Num_player_tips++] = stuff_and_malloc_string(F_NAME, NULL, 1024); } // stop externalizing, homey lcl_ext_close(); } // close out player tips - *only call from game_shutdown()* void player_tips_close() { int i; for (i=0; itips){ return; } // only show tips once per instance of FreeSpace if(Player_tips_shown == 1){ return; } Player_tips_shown = 1; // randomly pick one tip = (int)frand_range(0.0f, (float)Num_player_tips - 1.0f); char all_txt[2048]; do { sprintf(all_txt, XSTR("NEW USER TIP\n\n%s", 1565), Player_tips[tip]); ret = popup(PF_NO_SPECIAL_BUTTONS | PF_TITLE | PF_TITLE_WHITE, 3, XSTR("&Ok", 669), XSTR("&Next", 1444), XSTR("Don't show me this again", 1443), all_txt); // now what? switch(ret){ // next case 1: if(tip >= Num_player_tips - 1){ tip = 0; } else { tip++; } break; // don't show me this again case 2: ret = 0; Player->tips = 0; write_pilot_file(Player); break; } } while(ret > 0); }