/* * 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. * */ #include #include #include "freespace.h" #include "cfile/cfile.h" #include "cmdline/cmdline.h" #include "debugconsole/console.h" #include "gamesequence/gamesequence.h" #include "gamesnd/gamesnd.h" #include "globalincs/alphacolors.h" #include "globalincs/version.h" #include "io/key.h" #include "localization/localize.h" #include "menuui/mainhallmenu.h" #include "menuui/playermenu.h" #include "mission/missioncampaign.h" #include "mod_table/mod_table.h" #include "network/multi.h" #include "osapi/osregistry.h" #include "parse/parselo.h" #include "pilotfile/pilotfile.h" #include "playerman/managepilot.h" #include "playerman/player.h" #include "popup/popup.h" #include "ui/ui.h" #include "playermenu.h" #include "graphics/paths/PathRenderer.h" // -------------------------------------------------------------------------------------------------------- // PLAYER SELECT defines // int Max_lines; //Max number of pilots displayed in Window. Gets set in player_select_draw_list() // 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 } }; const char *Player_select_background_bitmap_name[GR_NUM_RESOLUTIONS] = { "ChoosePilot", "2_ChoosePilot" }; const 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 { const 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(const 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; SCP_string Player_select_force_main_hall = ""; 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] = ""; // 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(const char *txt); void player_select_set_middle_text(const 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(const 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(); /* * validate that a pilot/player was created with the same language FSO is currently using * * @param pilots callsign * @note not longer needed if intel entry "primary keys" change to a non-translated value */ bool valid_pilot_lang(const char *callsign) { char pilot_lang[LCL_LANG_NAME_LEN+1], current_lang[LCL_LANG_NAME_LEN+1]; SCP_string filename = callsign; filename += ".json"; lcl_get_language_name(current_lang); if (Pilot.verify(filename.c_str(), NULL, pilot_lang)) { if (!strcmp(current_lang, pilot_lang)) { return true; } } return false; } // 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;idxbutton.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); // 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 ( 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); } } else { // otherwise go to the single player mode by default player_select_init_player_stuff(PLAYER_SELECT_MODE_SINGLE); } if (Cmdline_benchmark_mode || ((Player_select_num_pilots == 1) && Player_select_input_mode)) { // When benchmarking, just accept automatically Player_select_autoaccept = 1; } } // 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, XSTR ("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.\n\nWhile FreeSpace Open will attempt to compensate for these issues, it cannot guarantee a trouble-free gameplay experience.\n\nPlease contact the authors of the mod for assistance.", 1640), Global_warning_count + Global_error_count); popup(PF_TITLE_BIG | PF_TITLE_RED | PF_USE_AFFIRMATIVE_ICON, 1, POPUP_OK, text); Startup_warning_dialog_displayed = true; } // 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 (Player_select_input_mode) { gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL); break; } // play a little sound gamesnd_play_iface(InterfaceSounds::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; } 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_MAYBE_CLEAR_RES(Player_select_background_bitmap); gr_set_bitmap(Player_select_background_bitmap); gr_bitmap(0,0,GR_RESIZE_MENU); // 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(); 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;GS_EVENT_MAIN_MENU // } // setup the player struct Player_num = 0; Player = &Players[0]; Player->flags |= PLAYER_FLAGS_STRUCTURE_IN_USE; // New pilot file makes no distinction between multi pilots and regular ones, so let's do this here. if (Player_select_mode == PLAYER_SELECT_MODE_MULTI) { Player->flags |= PLAYER_FLAGS_IS_MULTI; } // WMC - Set appropriate game mode if ( Player->flags & PLAYER_FLAGS_IS_MULTI ) { Game_mode = GM_MULTIPLAYER; } else { Game_mode = GM_NORMAL; } // now read in a the pilot data if ( !Pilot.load_player(Pilots[Player_select_pilot], Player) ) { Error(LOCATION,"Couldn't load pilot file, bailing"); Player = NULL; } else { // NOTE: this may fail if there is no current campaign, it's not fatal Pilot.load_savefile(Player, Player->current_campaign); } if (Player_select_mode == PLAYER_SELECT_MODE_MULTI) { Player->player_was_multi = 1; } else { Player->player_was_multi = 0; } os_config_write_string(nullptr, "LastPlayer", Player->callsign); if (Player_select_force_main_hall != "") { main_hall_init(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; } 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(InterfaceSounds::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 ( !Pilot.load_player(Pilots[Player_select_pilot], Player) ) { Error(LOCATION,"Couldn't load pilot file, bailing"); Player = NULL; Int3(); } // 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; Player->reset(); Player = NULL; break; } // 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(InterfaceSounds::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) { if (Player_select_mode == PLAYER_SELECT_MODE_MULTI) { popup(PF_TITLE_BIG | PF_TITLE_RED | PF_USE_AFFIRMATIVE_ICON, 1, POPUP_OK, XSTR("Disabled!\n\nMulti and single player pilots are now identical. " "Deleting a multi-player pilot will also delete all single-player data for that pilot.\n\nAs a safety precaution, pilots can only be " "deleted from the single-player menu.", 1598)); } else { // 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_autoaccept = 0; // switch to single player mode if (Player_select_mode != PLAYER_SELECT_MODE_SINGLE) { // play a little sound gamesnd_play_iface(InterfaceSounds::USER_SELECT); // Only do this when changing modes, keeps bottom text from being empty by accident player_select_set_bottom_text(""); 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(InterfaceSounds::GENERAL_FAIL); } break; case MULTI_BUTTON: Player_select_autoaccept = 0; 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(InterfaceSounds::USER_SELECT); // Only do this when changing modes, keeps bottom text from being empty by accident player_select_set_bottom_text(""); 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(InterfaceSounds::GENERAL_FAIL); } 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(InterfaceSounds::GENERAL_FAIL); return 0; } int play_scroll_sound = 1; if ( play_scroll_sound ) { gamesnd_play_iface(InterfaceSounds::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; // 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_s( filename, Pilots[Player_select_pilot] ); auto del_rval = delete_pilot_file(filename); 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.", 1599)); 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(InterfaceSounds::SCROLL); } else { gamesnd_play_iface(InterfaceSounds::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(InterfaceSounds::SCROLL); } else { gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL); } if ( Player_select_pilot >= (Player_select_list_start + Max_lines) ) { 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() { const char *last_player = os_config_read_string( NULL, "LastPlayer", NULL); if (last_player == NULL) { return 0; } else { strcpy_s(Player_select_last_pilot, last_player); } // handle changing from pre-pilot code to post-pilot code if (Player_select_last_pilot[strlen(Player_select_last_pilot)-1] == 'M' || Player_select_last_pilot[strlen(Player_select_last_pilot)-1] == 'S') { Player_select_last_pilot[strlen(Player_select_last_pilot)-1]='\0'; // chop off last char, M|P } if ( !Pilot.load_player(Player_select_last_pilot, Player) ) { Player_select_last_is_multi = 0; } else { Player_select_last_is_multi = Player->player_was_multi; } 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; } auto pilots = player_select_enumerate_pilots(); // Copy the enumerated pilots into the appropriate local variables Player_select_num_pilots = static_cast(pilots.size()); for (auto i = 0; i < MAX_PILOTS; ++i) { if (i < static_cast(pilots.size())) { strcpy_s(Pilots_arr[i], pilots[i].c_str()); } Pilots[i] = Pilots_arr[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; auto pilots = player_select_enumerate_pilots(); // Copy the enumerated pilots into the appropriate local variables Player_select_num_pilots = static_cast(pilots.size()); for (auto i = 0; i < MAX_PILOTS; ++i) { if (i < static_cast(pilots.size())) { strcpy_s(Pilots_arr[i], pilots[i].c_str()); } Pilots[i] = Pilots_arr[i]; } // if we have a "last_player", and they're in the list, bash them to the top of the list if (Player_select_last_pilot[0] != '\0') { int i,j; for (i = 0; i < Player_select_num_pilots; ++i) { if (!stricmp(Player_select_last_pilot,Pilots[i])) { break; } } if (i != Player_select_num_pilots) { for (j = i; j > 0; --j) { strncpy(Pilots[j], Pilots[j-1], strlen(Pilots[j-1])+1); } strncpy(Pilots[0], Player_select_last_pilot, strlen(Player_select_last_pilot)+1); } } 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; if (gr_screen.res == 1) { Max_lines = 145/gr_get_font_height(); //Make the max number of lines dependent on the font height. 145 and 85 are magic numbers, based on the window size in retail. } else { Max_lines = 85/gr_get_font_height(); } for (idx=0; 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; idxreset(); Player->flags |= PLAYER_FLAGS_STRUCTURE_IN_USE; } strcpy_s(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; Player->player_was_multi = 1; } else { Player->player_was_multi = 0; } // create his pilot file Pilot.save_player(Player); // unset the player Player->reset(); 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_msg2[256]; // strcpy_s(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")); auto Copyright_msg1 = gameversion::get_version_string(); if (Unicode_text_mode) { // Use a Unicode character if we are in unicode mode instead of using special characters strcpy_s(Copyright_msg2, XSTR("Copyright \xC2\xA9 1999, Volition, Inc. All rights reserved.", 385)); } else { sprintf(Copyright_msg2, XSTR("Copyright %c 1999, Volition, Inc. All rights reserved.", 385), lcl_get_font_index(font::get_current_fontnum()) + 4); } gr_get_string_size(&w, nullptr, Copyright_msg1.c_str()); sx = (int)std::lround((gr_screen.max_w_unscaled / 2) - w/2.0f); sy = (gr_screen.max_h_unscaled - 2) - 2*gr_get_font_height(); gr_string(sx, sy, Copyright_msg1.c_str(), GR_RESIZE_MENU); gr_get_string_size(&w, NULL, Copyright_msg2); sx = (int)std::lround((gr_screen.max_w_unscaled / 2) - w/2.0f); sy = (gr_screen.max_h_unscaled - 2) - gr_get_font_height(); gr_string(sx, sy, Copyright_msg2, GR_RESIZE_MENU); } 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_menu(w, Player_select_bottom_text_y[gr_screen.res], "%s", 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_menu(w, Player_select_middle_text_y[gr_screen.res], "%s", Player_select_middle_text); } } int player_select_pilot_file_filter(const char *filename) { return (int)Pilot.verify(filename); } void player_select_set_bottom_text(const char *txt) { if (txt) { strncpy(Player_select_bottom_text, txt, 149); } } void player_select_set_middle_text(const 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]) != 0){ Player_select_very_first_pilot = 0; } } else { // otherwise check to see if there is only 1 pilot if((Player_select_num_pilots == 1) && (Player_select_initial_count == 0)){ // set up the data Player_select_very_first_pilot = 1; strcpy_s(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); gameseq_post_event(GS_EVENT_MAIN_MENU); gamesnd_play_iface(InterfaceSounds::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= (int) Main_hall_defines.size())) { dc_printf("Main hall index out of range\n"); } else { main_hall_get_name(Player_select_force_main_hall, idx); dc_printf("Player is now on main hall '%s'\n", Player_select_force_main_hall.c_str()); } } else { // No argument passed Player_select_force_main_hall = "1"; dc_printf("Player is now on the Bastion... hopefully\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() { Num_player_tips = 0; try { 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); } } catch (const parse::ParseException& e) { mprintf(("TABLES: Unable to parse '%s'! Error message = %s.\n", "tips.tbl", e.what())); return; } } // 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; Pilot.save_player(Player); Pilot.save_savefile(); break; } } while(ret > 0); } SCP_vector player_select_enumerate_pilots() { // load up the list of players based upon the Player_select_mode (single or multiplayer) Get_file_list_filter = player_select_pilot_file_filter; SCP_vector pilots; cf_get_file_list(pilots, CF_TYPE_PLAYERS, "*.json", CF_SORT_TIME, nullptr, CF_LOCATION_ROOT_USER | CF_LOCATION_ROOT_GAME | CF_LOCATION_TYPE_ROOT); return pilots; } SCP_string player_get_last_player() { const char* last_player = os_config_read_string(nullptr, "LastPlayer", nullptr); if (last_player == nullptr) { // No last player stored return SCP_string(); } return SCP_string(last_player); } void player_finish_select(const char* callsign, bool is_multi) { Player_num = 0; Player = &Players[0]; Player->flags |= PLAYER_FLAGS_STRUCTURE_IN_USE; // New pilot file makes no distinction between multi pilots and regular ones, so let's do this here. if (is_multi) { Player->flags |= PLAYER_FLAGS_IS_MULTI; } // WMC - Set appropriate game mode if ( Player->flags & PLAYER_FLAGS_IS_MULTI ) { Game_mode = GM_MULTIPLAYER; } else { Game_mode = GM_NORMAL; } // now read in a the pilot data if ( !Pilot.load_player(callsign, Player) ) { Error(LOCATION,"Couldn't load pilot file, bailing"); Player = nullptr; } else { // NOTE: this may fail if there is no current campaign, it's not fatal Pilot.load_savefile(Player, Player->current_campaign); } os_config_write_string(nullptr, "LastPlayer", Player->callsign); gameseq_post_event(GS_EVENT_MAIN_MENU); } bool player_create_new_pilot(const char* callsign, bool is_multi, const char* copy_from_callsign) { SCP_string buf = callsign; drop_white_space(buf); auto invalid_name = false; if (!isalpha(buf[0])) { invalid_name = true; } else { for (auto idx=1; buf[idx]; idx++) { if (!isalpha(buf[idx]) && !isdigit(buf[idx]) && !strchr(VALID_PILOT_CHARS, buf[idx])) { invalid_name = true; break; } } } if (buf.empty()) { invalid_name = true; } if (invalid_name) { return false; } // Create the new pilot, and write out his file // if this is the first guy, we should set the Player struct if (Player == nullptr) { Player = &Players[0]; Player->reset(); Player->flags |= PLAYER_FLAGS_STRUCTURE_IN_USE; } if (copy_from_callsign != nullptr) { // attempt to read in the pilot file of the guy to be cloned if (!Pilot.load_player(copy_from_callsign, Player)) { Error(LOCATION, "Couldn't load pilot file, bailing"); return false; } } strcpy_s(Player->callsign, buf.c_str()); init_new_pilot(Player, copy_from_callsign == nullptr); // set him as being a multiplayer pilot if we're in the correct mode if (is_multi) { Player->flags |= PLAYER_FLAGS_IS_MULTI; Player->stats.flags |= STATS_FLAG_MULTIPLAYER; } // create his pilot file Pilot.save_player(Player); // unset the player Player->reset(); Player = nullptr; return true; }