Files
fs2open.github.com/code/menuui/playermenu.cpp
T
2005-07-22 10:18:41 +00:00

1740 lines
50 KiB
C++

/*
* 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: 2.25 $
* $Date: 2005-07-22 10:18:37 $
* $Author: Goober5000 $
*
* Code to drive the Player Select initial screen
*
* $Log: not supported by cvs2svn $
* 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 <ctype.h>
#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"
#ifndef NO_NETWORK
#include "network/multi.h"
#endif
// --------------------------------------------------------------------------------------------------------
// 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 = 0;
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();
// 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<NUM_PLAYER_SELECT_BUTTONS;idx++){
if(gray){
Player_select_buttons[gr_screen.res][idx].button.disable();
} else {
Player_select_buttons[gr_screen.res][idx].button.enable();
}
}
}
// functions for selecting single/multiplayer pilots at the very beginning of Freespace
void player_select_init()
{
int i;
barracks_buttons *b;
UI_WINDOW *w;
// start a looping ambient sound
main_hall_start_ambient();
Player_select_force_main_hall = 0;
Player_select_screen_active = 1;
#ifdef FS2_DEMO
/*
Demo_title_bitmap = bm_load(Demo_title_bitmap_filename);
if ( Demo_title_bitmap >= 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; i<NUM_PLAYER_SELECT_BUTTONS; i++) {
b = &Player_select_buttons[gr_screen.res][i];
// create the button
if ( (i == SCROLL_LIST_UP_BUTTON) || (i == SCROLL_LIST_DOWN_BUTTON) )
b->button.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; i<PLAYER_SELECT_NUM_TEXT; i++) {
w->add_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) || defined(NO_NETWORK) // 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) {
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
void player_select_do()
{
int k;
#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:
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) {
Player->main_hall = 1;
}
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<NUM_PLAYER_SELECT_BUTTONS; i++){
Player_select_buttons[gr_screen.res][i].button.enable(!n);
}
Player_select_buttons[gr_screen.res][ACCEPT_BUTTON].button.set_hotkey(n ? -1 : KEY_ENTER);
Player_select_buttons[gr_screen.res][CREATE_PILOT_BUTTON].button.set_hotkey(n ? -1 : KEY_C);
// enable the player select input box
if(Player_select_input_mode){
Player_select_input_box.enable();
Player_select_input_box.unhide();
} else {
Player_select_input_box.hide();
Player_select_input_box.disable();
}
}
void player_select_button_pressed(int n)
{
int ret;
switch (n) {
case SCROLL_LIST_UP_BUTTON:
player_select_set_bottom_text("");
player_select_scroll_list_up();
break;
case SCROLL_LIST_DOWN_BUTTON:
player_select_set_bottom_text("");
player_select_scroll_list_down();
break;
case ACCEPT_BUTTON:
// make sure he has a valid pilot selected
if (Player_select_pilot < 0) {
popup(PF_USE_AFFIRMATIVE_ICON,1,POPUP_OK,XSTR( "You must select a valid pilot first", 378));
} else {
player_select_commit();
}
break;
case CLONE_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;
}
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();
#elif defined(NO_NETWORK)
game_feature_disabled_popup();
#else
// 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]);
}
#ifndef NO_NETWORK
// by default, set the default netgame protocol to be VMT
Multi_options_g.protocol = NET_TCP;
#endif
// 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;
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] );
strcat( filename, NOX(".pl2") );
int del_rval;
int popup_rval = 0;
do {
// attempt to delete the pilot
if (Player_select_mode == PLAYER_SELECT_MODE_SINGLE) {
del_rval = cf_delete( filename, CF_TYPE_SINGLE_PLAYERS );
} else {
del_rval = cf_delete( filename, CF_TYPE_MULTI_PLAYERS );
}
if(!del_rval) {
popup_rval = popup(PF_TITLE_BIG | PF_TITLE_RED, 2, XSTR( "&Retry", -1), XSTR("&Cancel",-1),
XSTR("Error\nFailed to delete pilot file. File may be read-only.\n", -1));
}
//Abort
if(popup_rval)
{
return;
}
//Try again
} while (!del_rval);
// delete all the campaign save files for this pilot.
mission_campaign_delete_all_savefiles( Pilots[Player_select_pilot], (Player_select_mode != PLAYER_SELECT_MODE_SINGLE) );
// move all the players down
for (i=Player_select_pilot; i<Player_select_num_pilots-1; i++){
strcpy(Pilots[i], Pilots[i + 1]);
}
// correcly set the # of pilots and the currently selected pilot
Player_select_num_pilots--;
if (Player_select_pilot >= 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 = Player_select_num_pilots + old_pilot_num;
for (i = Player_select_num_pilots; i<new_pilot_num;) {
for (j = 0; j<old_pilot_num; j++) {
if ( i <= MAX_PILOTS ) {
strcpy( Pilots[i], old_pilots[j] );
Player_select_num_pilots++;
i++;
}
}
}
}
Player_select_pilot = -1;
idx = 0;
// pick the last player
for(idx=0;idx<Player_select_num_pilots;idx++){
if(strcmp(Player_select_last_pilot,Pilots_arr[idx])==0){
Player_select_pilot = idx;
break;
}
}
// set this so that we don't incorrectly create a "blank" pilot - .plr
// in the player_select_close() function
Player_select_num_pilots = 0;
// if we've actually found a valid pilot, load him up
if(Player_select_pilot != -1){
Player = &Players[0];
read_pilot_file(Pilots_arr[idx],!Player_select_last_is_multi,Player);
if (Player_select_mode == PLAYER_SELECT_MODE_SINGLE) {
mission_load_up_campaign(); // load up campaign file now - taylor
}
Player->flags |= 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 = Player_select_num_pilots + old_pilot_num;
for (i = Player_select_num_pilots; i<new_pilot_num;) {
for (j = 0; j<old_pilot_num; j++) {
if ( i <= MAX_PILOTS ) {
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<Player_select_max_lines[gr_screen.res]; idx++) {
// only draw as many pilots as we have
if ((idx + Player_select_list_start) == Player_select_num_pilots)
break;
// if the currently selected pilot is this line, draw it highlighted
if ( (idx + Player_select_list_start) == Player_select_pilot) {
// if he's the active pilot and is also the current selection, super-highlight him
gr_set_color_fast(&Color_text_active);
}
// otherwise draw him normally
else {
gr_set_color_fast(&Color_text_normal);
}
// draw the actual callsign
gr_printf(Choose_list_coords[gr_screen.res][0], Choose_list_coords[gr_screen.res][1] + (idx * gr_get_font_height()), Pilots[idx + Player_select_list_start]);
}
}
void player_select_process_noninput(int k)
{
int idx;
// check for pressed buttons
for (idx=0; idx<NUM_PLAYER_SELECT_BUTTONS; idx++) {
if (Player_select_buttons[gr_screen.res][idx].button.pressed()) {
player_select_button_pressed(idx);
}
}
// check for keypresses
switch (k) {
// quit the game entirely
case KEY_ESC:
gameseq_post_event(GS_EVENT_QUIT_GAME);
break;
case KEY_ENTER | KEY_CTRLED:
player_select_button_pressed(ACCEPT_BUTTON);
break;
// delete the currently highlighted pilot
case KEY_DELETE:
if (Player_select_pilot >= 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; idx<Player_select_num_pilots; idx++) {
if (!stricmp(buf, Pilots[idx])) {
// verify if it is ok to overwrite the file
if (pilot_verify_overwrite() == 1) {
// delete the pilot and select the beginning of the list
Player_select_pilot = idx;
player_select_delete_pilot();
Player_select_pilot = 0;
idx = Player_select_num_pilots;
z = 0;
} else
z = 1;
break;
}
}
if (!*buf || (idx < Player_select_num_pilots)) {
z = 1;
}
if (z) {
gamesnd_play_iface(SND_GENERAL_FAIL);
break;
}
// Create the new pilot, and write out his file
strcpy(Pilots[0], buf);
// if this is the first guy, we should set the Player struct
if (Player == NULL) {
Player = &Players[0];
memset(Player, 0, sizeof(player));
Player->flags |= 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);
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<Player_select_num_pilots; idx++) {
strcpy(Pilots[idx], Pilots[idx + 1]);
}
// unset the input mode
player_select_set_input_mode(0);
// clear any bottom text
player_select_set_bottom_text("");
// clear any middle text
player_select_set_middle_text("");
// ungray all controls
player_select_set_controls(0);
// disable the autoaccept
Player_select_autoaccept = 0;
}
DCF(bastion,"Sets the player to be on the bastion")
{
if(gameseq_get_state() == GS_STATE_INITIAL_PLAYER_SELECT){
Player_select_force_main_hall = 1;
dc_printf("Player is now in the Bastion\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;
// begin external localization stuff
lcl_ext_open();
read_file_text("tips.tbl");
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; i<MAX_PLAYER_TIPS; i++) {
if (Player_tips[i] != NULL) {
vm_free(Player_tips[i]);
Player_tips[i] = NULL;
}
}
}
void player_tips_popup()
{
int tip, ret;
// player has disabled tips
if((Player != NULL) && !Player->tips){
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);
}