Descent3/netgames/dmfc/dmfcmenu.cpp

1285 lines
36 KiB
C++

/*
* Descent 3
* Copyright (C) 2024 Parallax Software
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
--- HISTORICAL COMMENTS FOLLOW ---
* $Logfile: /DescentIII/Main/dmfc/dmfcmenu.cpp $
* $Revision: 1.1.1.1 $
* $Date: 2003/08/26 03:57:21 $
* $Author: kevinb $
*
* DMFC in-game Graphical menu functions
*
* $Log: dmfcmenu.cpp,v $
* Revision 1.1.1.1 2003/08/26 03:57:21 kevinb
* initial 1.5 import
*
*
* 42 3/20/00 12:25p Matt
* Merge of Duane's post-1.3 changes.
* Initialize m_cPtrs in altenate menuItem constructor.
*
* 41 10/26/99 10:32a Jeff
* fixed COM interface bug
*
* 40 7/07/99 5:00p Jeff
* removed vararg functions from interface functions, just made different
* versions of them
*
* 39 5/13/99 4:55p Ardussi
* changes for compiling on the Mac
*
* 38 5/09/99 6:20a Jeff
* improved Entropy (added sounds, max virii per room). Fixed rendering
* bugs for other multiplayer dlls.
*
* 37 4/03/99 4:06p Jeff
* added loss/ping gauge
*
* 36 3/22/99 6:21p Jeff
* added 2 more audio taunts. a mulitplayer event when someone plays an
* audio taunt. option to disable audio taunts.
*
* 35 3/17/99 12:24p Jeff
* converted DMFC to be COM interface
*
* 34 3/05/99 1:30p Jeff
* fixed 99% of the high res issues
*
* 33 2/11/99 12:51a Jeff
* changed names of exported variables
*
* 32 1/31/99 7:26p Matt
* Renamed a bunch of functions to have HUD capitalized
*
* 31 1/19/99 3:55a Jeff
* all strings localized out
*
* 30 1/04/99 12:21p Jeff
* added support for hosts.allow/deny and updates stats manager a little
*
* 29 12/13/98 5:32p Jeff
* fixed ugly crash due to freeing memory allocated in another heap
*
* 28 12/08/98 12:17p Jeff
* various changes that include an improved Team Control dialog (doesn't
* switch teams until exit..) and spew/respawn players that change teams
*
* 27 11/19/98 5:56p Jeff
* added slider exported and improved Hoard
*
* 26 11/17/98 6:29p Jeff
* mod can specify whether or not to display the team setup dialog on team
* game start. Added a menu item to display team setup dialog in mid-game
*
* 25 11/17/98 12:36p Jeff
* remove onscreen menu when endlevel selected
*
* 24 11/13/98 6:36p Jeff
* created dmfc_dll (a DLL version of DMFC) and converted current mods to
* use it
*
* 23 11/11/98 7:19p Jeff
* changes made so that a dedicated server's team is always -1 (team game
* or not)
*
* 22 10/20/98 5:39p Jeff
* fixed MIF_INCLUDEONE bug with team games
*
* 21 10/20/98 4:35p Jeff
* added a flag for menu to add a <None> to MIT_PLIST...
*
* 20 10/20/98 12:16p Jeff
* added death message filter, hud callsign filter
*
* 19 10/15/98 1:34p Jeff
* added scrollable onscreen menu. Remove ban in dmfc. prejoin event
*
* 18 10/14/98 11:26p Jeff
* added scrollable menus
*
* 17 10/05/98 2:50p Jeff
*
* 16 9/30/98 3:50p Jeff
* general improvements (many)
*
* 15 9/29/98 3:04p Jeff
* added time in game and start_time support
*
* 14 9/28/98 5:05p Jeff
* made the statisitical death messages an option in the menu
*
* 13 9/21/98 7:11p Jeff
* made InputCommand interface API and moved existing input commands to
* the interface. Changed mprintf/ASSERT so they are valid in DMFC
*
* $NoKeywords: $
*/
#include "DMFC.h"
#include "gamedll_header.h"
#include "dmfcinternal.h"
#include <algorithm>
extern DMFCBase *basethis;
MenuItem::MenuItem() {
m_cPtrs = 0;
m_bMoreToScroll = false;
m_bAtBottom = false;
m_iTopIndex = 0;
SubMenuCount = 0;
CurrSubMenu = -1;
m_iState = 0;
SubMenus = NULL;
func = NULL;
HasInputFocus = false;
m_cType = MIT_NORMAL;
m_Alpha = 0;
m_AlphaDir = true;
memset(&m_cmInfo, 0, sizeof(tCustomMenu));
strcpy(m_sTitle, " ");
}
MenuItem::MenuItem(const char *title, char type, uint8_t flags, void (*fp)(int), ...) {
m_bMoreToScroll = false;
m_bAtBottom = false;
m_iTopIndex = 0;
SubMenuCount = 0;
CurrSubMenu = -1;
m_iState = 0;
SubMenus = NULL;
func = fp;
HasInputFocus = false;
m_cType = type;
m_Alpha = 0;
m_AlphaDir = true;
m_iFlags = flags;
m_cPtrs = 0; // DAJ Do this or fail the second netgame start
memset(&m_cmInfo, 0, sizeof(tCustomMenu));
if (title) {
strncpy(m_sTitle, title, MAX_STRING_LEN - 1);
m_sTitle[MAX_STRING_LEN - 1] = '\0';
} else {
strcpy(m_sTitle, " ");
}
// if the type is MIT_PLIST than add a dummy submenu so it will register
if (type == MIT_PLIST) {
SubMenuCount = 1;
SubMenus = (IMenuItem **)malloc(sizeof(IMenuItem *) * 1);
SubMenus[0] = new MenuItem("Pfuncer", MIT_STATEITEM, 0, fp);
}
// if the type is MIT_CUSTOM than add a dummy submenu so it will register
// the only variable parameter should be a pointer to a tCustomMenu struct that
// contains the needed callbacks
if (type == MIT_CUSTOM) {
SubMenuCount = 1;
SubMenus = (IMenuItem **)malloc(sizeof(IMenuItem *) * 1);
SubMenus[0] = new MenuItem("Pfuncer", MIT_STATEITEM, 0, fp);
va_list marker;
va_start(marker, fp);
memcpy(&m_cmInfo, va_arg(marker, tCustomMenu *), sizeof(tCustomMenu));
va_end(marker);
}
// if the type is MIT_STATE than we need to pull off the extra parameters for the states
if (type == MIT_STATE) {
va_list marker;
va_start(marker, fp);
SubMenuCount = va_arg(marker, int);
m_iState = va_arg(marker, int);
if ((SubMenuCount > 0) && (SubMenuCount < MAX_STATE_SUBMENUS)) {
SubMenus = (IMenuItem **)malloc(sizeof(IMenuItem *) * SubMenuCount);
if (!SubMenus)
return;
char *string;
for (int i = 0; i < SubMenuCount; i++) {
string = va_arg(marker, char *);
SubMenus[i] = new MenuItem(string, MIT_STATEITEM, 0, fp);
}
} else
SubMenuCount = 0;
va_end(marker);
}
}
MenuItem::~MenuItem() {
MenuItem *p;
if (SubMenus) {
if ((m_cType == MIT_PLIST) || (m_cType == MIT_CUSTOM)) {
p = (MenuItem *)SubMenus[0];
if (p) {
SubMenus[0] = NULL;
delete p;
}
} else {
for (int i = 0; i < SubMenuCount; i++) {
p = (MenuItem *)SubMenus[i];
if (p) {
SubMenus[i] = NULL;
delete p;
}
}
}
free(SubMenus);
SubMenus = NULL;
}
SubMenuCount = 0;
}
bool MenuItem::AddSubMenu(IMenuItem *p) {
// No submenus for a Player list submenu or custom or if we are working with a stateitem submenu item
if ((m_cType == MIT_PLIST) || (m_cType == MIT_STATEITEM) || (m_cType == MIT_STATE) || (m_cType == MIT_CUSTOM))
return false;
MenuItem **temp;
temp = (MenuItem **)SubMenus;
// create a new array of submenus and copy the old to it
SubMenus = (IMenuItem **)malloc(sizeof(IMenuItem *) * (SubMenuCount + 1));
for (int i = 0; i < SubMenuCount; i++) {
SubMenus[i] = temp[i];
}
if (temp)
free(temp);
// Put the new submenu item at the end of this one
SubMenus[SubMenuCount] = p;
SubMenuCount++;
return true;
}
bool MenuItem::DetachSubMenu(IMenuItem *p) {
// No submenus for a Player list submenu or custom or if we are working with a stateitem submenu item
if ((m_cType == MIT_PLIST) || (m_cType == MIT_STATEITEM) || (m_cType == MIT_STATE) || (m_cType == MIT_CUSTOM))
return false;
if (SubMenuCount < 1)
return false;
int i;
bool found = false;
// make sure there is this menu somewhere in our list
for (i = 0; i < SubMenuCount; i++) {
if (SubMenus[i] == p) {
found = true;
break;
}
}
if (!found) {
// doesn't exist
return false;
}
MenuItem **temp;
temp = (MenuItem **)SubMenus;
if (SubMenuCount > 1) {
// we need to resize our list
// create a new array of submenus and copy the old to it
int c;
SubMenus = (IMenuItem **)malloc(sizeof(IMenuItem *) * (SubMenuCount - 1));
for (i = 0, c = 0; i < SubMenuCount; i++) {
// make sure it isn't the one we are trying to detach
if (temp[i] != p) {
ASSERT((c < (SubMenuCount - 1)));
SubMenus[c] = temp[i];
c++;
}
}
if (temp)
free(temp);
SubMenuCount--;
} else {
// this is the only remaining submenu
SubMenuCount = 0;
if (temp)
free(temp);
SubMenus = NULL;
}
return true;
}
bool MenuItem::Forward(void) {
if ((m_cType == MIT_PLIST) || (m_cType == MIT_STATE) || (m_cType == MIT_CUSTOM))
return false; // short circuit on a plist and state since it has no submenus in reality
char type = SubMenus[CurrSubMenu]->GetType();
// We can only move forward if there is a submenu
if ((type == MIT_CUSTOM && SubMenus[CurrSubMenu]->GetCustomSubMenuCount() > 0) ||
(type != MIT_CUSTOM && (SubMenuCount > 0))) {
// If this submenu has input focus, than we need to check the currently selected submenu
// and set that as the new item with focus, and remove focus from this one
if (HasInputFocus) {
if ((CurrSubMenu != -1) && (SubMenus[CurrSubMenu]->HasSubMenus())) {
SubMenus[CurrSubMenu]->SetInputFocus();
HasInputFocus = false;
}
return true;
}
// This submenu doesn't have input focus, so move to it's currently selected submenu and
// Tell it to go forward if it can
if (CurrSubMenu != -1)
return SubMenus[CurrSubMenu]->Forward();
}
return false;
}
bool MenuItem::Back(void) {
// We need to look ahead and see if the next submenu has input focus
// if it does have focus, than we need to make it lose focus, and make this one have focus
if (SubMenuCount > 0) {
if (CurrSubMenu != -1) {
if (SubMenus[CurrSubMenu]->GetFocus()) {
// The next submenu has focus so we can remove it and set this guy to have focus
SubMenus[CurrSubMenu]->LoseInputFocus();
HasInputFocus = true;
return true;
}
// The next submenu doesn't have focus, but one of it's submenus might (they better),
// so move on to the next submenu and call Back()
return SubMenus[CurrSubMenu]->Back();
}
}
return false;
}
bool MenuItem::Up(void) {
// See if this MenuItem has focus, if it does, and we can move up, then move up
if (HasInputFocus) {
if (CurrSubMenu > 0)
CurrSubMenu--;
if (m_iTopIndex > 0 && m_iTopIndex >= CurrSubMenu) {
// move the top and index's up
m_iTopIndex--;
}
return true;
}
// Ok, one of the submenus better have focus, so move on to the next submenu and call Up()
if (CurrSubMenu != -1)
return SubMenus[CurrSubMenu]->Up();
return false;
}
bool MenuItem::Down(void) {
// See if this MenuItem has focus, if it does, and we can move down, then move down
if (HasInputFocus) {
if (CurrSubMenu < SubMenuCount - 1)
CurrSubMenu++;
if (m_bMoreToScroll && m_bAtBottom) {
m_iTopIndex++;
}
return true;
}
// Ok, one of the submenus better have focus, so move on to the next submenu and call Down()
if (CurrSubMenu != -1)
return SubMenus[CurrSubMenu]->Down();
return false;
}
void MenuItem::Execute(void) {
switch (m_cType) {
case MIT_NORMAL: {
// We need to go through the Submenus and check to see if the submenu has focus
// if it does, than we need to execute it's function
if (SubMenuCount > 0) {
if (CurrSubMenu != -1) {
if (HasInputFocus) {
// The submenu has focus, so call it's handler as long as it's not a plist type
char type = SubMenus[CurrSubMenu]->GetType();
if ((type != MIT_PLIST) && (type != MIT_STATE) && (type != MIT_CUSTOM))
SubMenus[CurrSubMenu]->CallFunc(CurrSubMenu);
return;
}
// The next submenu doesn't have focus, so move on and check it's submenu to see if we
// can Execute() that
SubMenus[CurrSubMenu]->Execute();
}
} else {
// We don't have any SubMenus so try and call our handler
CallFunc(0);
}
} break;
case MIT_PLIST: {
// We need to go through the Submenus and check to see if the submenu has focus
// if it does, than we need to execute it's function
if ((SubMenuCount > 0) && (CurrSubMenu != -1) && (HasInputFocus)) {
if (m_iFlags & MIF_INCLUDENONE) {
// there is a <None> so take that into consideration
if (CurrSubMenu == 0) {
//<None> is selected
CallFunc(-1);
return;
}
if (basethis->CheckPlayerNum(Pnums[CurrSubMenu - 1])) {
// The submenu has focus, so call it's handler
CallFunc(Pnums[CurrSubMenu - 1]);
return;
}
} else {
// a regular plist
if (basethis->CheckPlayerNum(Pnums[CurrSubMenu])) {
// The submenu has focus, so call it's handler
CallFunc(Pnums[CurrSubMenu]);
return;
}
}
}
} break;
case MIT_CUSTOM: {
// We need to go through the Submenus and check to see if the submenu has focus
// if it does, than we need to execute it's function
int count = (m_cmInfo.GetListCount) ? (*m_cmInfo.GetListCount)() : 0;
if (count > 0) {
if (CurrSubMenu != -1) {
if (HasInputFocus) {
// The submenu has focus, so call it's handler
CallFunc(CurrSubMenu);
return;
}
}
}
}
case MIT_STATE: {
// We need to go through the Submenus and check to see if the submenu has focus
// if it does, than we need to execute it's function
if (SubMenuCount > 0) {
if (CurrSubMenu != -1) {
if (HasInputFocus) {
// The submenu has focus, so call it's handler
CallFunc(CurrSubMenu);
m_iState = CurrSubMenu;
return;
}
}
}
} break;
}
}
void MenuItem::Draw(int x, int y, int height, int bmp, float *not_used) {
int old_font = DLLgrtext_GetFont();
DLLgrtext_SetFont(basethis->Game_fonts[HUD_FONT_INDEX]);
/*
static float aspratio;
if(!ratio){
//we need to calculate a ratio
aspratio = DEFAULT_HUD_WIDTH / ((float)*base->Game_window_w);
}
float useratio;
if(!ratio) useratio = aspratio; else useratio = *ratio;
*/
uint8_t alpha_to_use = 255;
#define FLASHRATE 700.0 // alphas per second
int16_t a = m_Alpha;
int units = (int)FLASHRATE * (*basethis->Frametime);
// do alphaing effect
while (units > 0) {
if (m_AlphaDir) {
// find the amount to adjust
uint8_t amount = std::min<int>(255 - a, units);
units -= amount;
a += amount;
if (a >= 255) {
a = 255;
m_AlphaDir = false;
}
} else {
// find the amount to adjust
uint8_t amount = std::min<int>(a, units);
units -= amount;
a -= amount;
if (a <= 0) {
a = 0;
m_AlphaDir = true;
}
}
}
m_Alpha = alpha_to_use = (uint8_t)a;
ddgr_color color;
int temp, maxx;
temp = maxx = 0;
char buff[256];
char checked[3];
char buffer[100];
if (SubMenuCount <= 0) {
DLLgrtext_SetFont(old_font);
return;
}
bool nodisp_custom = false;
// First find the max width of the submenu items
switch (m_cType) {
case MIT_NORMAL:
case MIT_STATE: {
for (int i = 0; i < SubMenuCount; i++) {
// temp = DLLRenderHUDGetTextLineWidth(SubMenus[i]->GetTitle());
temp = DLLgrtext_GetTextLineWidth(SubMenus[i]->GetTitle());
if (temp > maxx)
maxx = temp;
}
if (m_cType == MIT_NORMAL) {
maxx += (x + 10);
} else {
snprintf(checked, sizeof(checked), "%c ", CHAR_RIGHT_ARROW);
// maxx += (x + 10 + (useratio * ((float)DLLRenderHUDGetTextLineWidth(checked))));
// maxx += (x + 10 + DLLRenderHUDGetTextLineWidth(checked));
maxx += (x + 10 + DLLgrtext_GetTextLineWidth(checked));
}
} break;
case MIT_PLIST: {
// First create/update the playerlist
SubMenuCount = 0;
int i;
for (i = 0; i < DLLMAX_PLAYERS; i++) {
if (basethis->CheckPlayerNum(i)) {
// we have a valid pnum, fill it in
Pnums[SubMenuCount] = i;
SubMenuCount++;
}
}
if (m_iFlags & MIF_INCLUDENONE)
SubMenuCount++; // account for <None>
// Do some error checking and make sure values for the currsub are ok
if (CurrSubMenu >= SubMenuCount)
CurrSubMenu = SubMenuCount - 1;
if (CurrSubMenu < m_iTopIndex)
m_iTopIndex = (CurrSubMenu >= 0) ? CurrSubMenu : 0;
int end_i = SubMenuCount;
// Now we have a list of pnums, so draw them
if (m_iFlags & MIF_INCLUDENONE) {
// temp = useratio * ((float)DLLRenderHUDGetTextLineWidth(DTXT_NONE));
// temp = DLLRenderHUDGetTextLineWidth(DTXT_NONE);
temp = DLLgrtext_GetTextLineWidth(DTXT_NONE);
end_i = SubMenuCount - 1;
}
// go through all the names and get the longest name
for (i = 0; i < end_i; i++) {
// temp = useratio * ((float)DLLRenderHUDGetTextLineWidth(base->Players[Pnums[i]].callsign));
// temp = DLLRenderHUDGetTextLineWidth(base->Players[Pnums[i]].callsign);
temp = DLLgrtext_GetTextLineWidth(basethis->Players[Pnums[i]].callsign);
if (temp > maxx)
maxx = temp;
}
// maxx += (x + 10 + (useratio * ((float)DLLRenderHUDGetTextLineWidth("[33]"))));
// maxx += (x + 10 + DLLRenderHUDGetTextLineWidth("[33]"));
maxx += (x + 10 + DLLgrtext_GetTextLineWidth("[33]"));
} break;
case MIT_CUSTOM: {
// First find out how many submenus there are going to be
SubMenuCount = (m_cmInfo.GetListCount) ? (*m_cmInfo.GetListCount)() : 0;
// Do some error checking and make sure values are ok
if (CurrSubMenu >= SubMenuCount)
CurrSubMenu = SubMenuCount - 1;
if (CurrSubMenu < m_iTopIndex)
m_iTopIndex = (CurrSubMenu >= 0) ? CurrSubMenu : 0;
if (SubMenuCount <= 0) {
nodisp_custom = true;
}
// now find out the biggest string
if (m_cmInfo.GetItem) {
for (int i = 0; i < SubMenuCount; i++) {
char *ptr = (*m_cmInfo.GetItem)(i);
if (ptr) {
// temp = useratio * ((float)DLLRenderHUDGetTextLineWidth(ptr));
// temp = DLLRenderHUDGetTextLineWidth(ptr);
temp = DLLgrtext_GetTextLineWidth(ptr);
if (temp > maxx)
maxx = temp;
}
}
}
maxx += (x + 10);
} break;
}
int end_index = std::min(SubMenuCount, m_iTopIndex + ((400 - y) / height));
int num_teams = basethis->GetNumTeams();
if (SubMenuCount && bmp > BAD_BITMAP_HANDLE) {
DLLrend_SetAlphaValue(210);
DLLrend_SetZBufferState(0);
DLLrend_SetTextureType(TT_LINEAR);
DLLrend_SetLighting(LS_NONE);
DLLrend_SetAlphaType(AT_CONSTANT_TEXTURE);
DLLrend_DrawScaledBitmap(x, y, maxx, y + (height * (end_index - m_iTopIndex + 1)), bmp, 0, 0, 1, 1, 1.0, 1, NULL);
DLLrend_SetZBufferState(1);
}
x += 5;
uint8_t al;
m_bMoreToScroll = (end_index < SubMenuCount) ? true : false;
// m_bAtBottom = (m_bMoreToScroll)?((CurrSubMenu<end_index-1)?false:true):((CurrSubMenu<end_index)?false:true);
m_bAtBottom =
(m_bMoreToScroll) ? ((CurrSubMenu < end_index - 2) ? false : true) : ((CurrSubMenu < end_index) ? false : true);
// we have something to draw
for (int i = m_iTopIndex; i < end_index; i++) {
switch (m_cType) {
case MIT_PLIST: {
if (num_teams <= 1) {
if ((i == CurrSubMenu) && (HasInputFocus)) {
al = alpha_to_use;
color = GR_RGB(180, 255, 180);
} else {
al = 255;
color = GR_RGB(0, 180, 0);
}
} else {
if ((i == CurrSubMenu) && (HasInputFocus)) {
al = alpha_to_use;
color = GR_RGB(180, 255, 180);
} else {
al = 255;
if (m_iFlags & MIF_INCLUDENONE) {
if (i == 0)
color = GR_RGB(0, 180, 0);
else
color = basethis->GetTeamColor(basethis->Players[Pnums[i - 1]].team);
} else {
color = basethis->GetTeamColor(basethis->Players[Pnums[i]].team);
}
}
}
} break;
case MIT_CUSTOM:
case MIT_NORMAL:
case MIT_STATE: {
if ((i == CurrSubMenu) && (HasInputFocus)) {
al = alpha_to_use;
color = GR_RGB(180, 255, 180);
} else {
al = 255;
color = GR_RGB(0, 180, 0);
}
} break;
}
bool draw_text = true;
if (i == m_iTopIndex && m_iTopIndex > 0) {
// we need to draw the UP arrow
char b[2];
snprintf(b, sizeof(b), "%c", CHAR_UP_ARROW);
// DLLRenderHUDText(color,al,0,(maxx-x)/2+x,y,b);
DLLgrtext_SetColor(color);
DLLgrtext_SetAlpha(al);
DLLgrtext_Printf((maxx - x) / 2 + x, y, b);
draw_text = false;
}
if (m_bMoreToScroll && i == (end_index - 1)) {
// we need to draw the DOWN arrow
char b[2];
snprintf(b, sizeof(b), "%c", CHAR_DOWN_ARROW);
// DLLRenderHUDText(color,al,0,(maxx-x)/2+x,y,b);
DLLgrtext_SetColor(color);
DLLgrtext_SetAlpha(al);
DLLgrtext_Printf((maxx - x) / 2 + x, y, b);
draw_text = false;
}
if (draw_text) {
switch (m_cType) {
case MIT_NORMAL: {
// DLLRenderHUDText(color,al,0,x,y,SubMenus[i]->GetTitle());
DLLgrtext_SetColor(color);
DLLgrtext_SetAlpha(al);
DLLgrtext_Printf(x, y, SubMenus[i]->GetTitle());
if (i == CurrSubMenu) { // go through the submenus
// if(ratio){
SubMenus[i]->Draw(maxx, y, height, bmp, not_used);
//}else{
// SubMenus[i]->Draw(maxx,y,height,base,bmp,&aspratio);
//}
}
} break;
case MIT_PLIST: {
if (m_iFlags & MIF_INCLUDENONE) {
if (i == 0) {
// include the <None> if index is 0
strcpy(buffer, DTXT_NONE);
} else {
// do the regular
snprintf(buffer, sizeof(buffer), "%s[%d]", basethis->Players[Pnums[i - 1]].callsign, Pnums[i - 1]);
}
} else {
// do the regular
snprintf(buffer, sizeof(buffer), "%s[%d]", basethis->Players[Pnums[i]].callsign, Pnums[i]);
}
// DLLRenderHUDText(color,al,0,x,y,buffer);
DLLgrtext_SetColor(color);
DLLgrtext_SetAlpha(al);
DLLgrtext_Printf(x, y, buffer);
} break;
case MIT_CUSTOM: {
if (m_cmInfo.GetItem) {
char *ptr = (*m_cmInfo.GetItem)(i);
if (ptr) {
snprintf(buffer, sizeof(buffer), "%s", ptr);
// DLLRenderHUDText(color,al,0,x,y,buffer);
DLLgrtext_SetColor(color);
DLLgrtext_SetAlpha(al);
DLLgrtext_Printf(x, y, buffer);
}
}
} break;
case MIT_STATE: {
if (i == m_iState)
strcpy(buff, checked);
else
strcpy(buff, " ");
strcat(buff, SubMenus[i]->GetTitle());
// DLLRenderHUDText(color,al,0,x,y,buff);
DLLgrtext_SetColor(color);
DLLgrtext_SetAlpha(al);
DLLgrtext_Printf(x, y, buff);
} break;
}
}
y += height;
}
if (nodisp_custom) {
// check to see if we have focus...if we do...we got to move back to the previous menu
if (HasInputFocus) {
basethis->Menu.Back();
}
SubMenuCount = 1;
}
DLLgrtext_SetFont(old_font);
}
const char *MenuItem::GetTitle(void) { return m_sTitle; }
void MenuItem::SetInputFocus(void) {
// Sets this MenuItem with Input focus, reseting it's Current Sub Menu to 0 if it has a SubMenu
HasInputFocus = true;
if (SubMenuCount > 0)
CurrSubMenu = (m_iTopIndex == 0) ? 0 : m_iTopIndex + 1;
else
CurrSubMenu = -1;
}
void MenuItem::LoseInputFocus(void) {
// Make this guy lose focus, Set it's Current Submenu to -1
HasInputFocus = false;
CurrSubMenu = -1;
}
bool MenuItem::GetFocus(void) { return HasInputFocus; }
void MenuItem::CallFunc(int value) {
if (func)
(*func)(value);
}
bool MenuItem::HasSubMenus(void) { return (SubMenuCount > 0); }
int MenuItem::GetCustomSubMenuCount(void) {
if (m_cType != MIT_CUSTOM)
return -1;
if (!m_cmInfo.GetListCount)
return -1;
return (*m_cmInfo.GetListCount)();
}
char MenuItem::GetType(void) { return m_cType; }
void MenuItem::SetState(int state) {
if (m_cType != MIT_STATE)
return;
if ((state < 0) || (state >= SubMenuCount))
return;
m_iState = state;
}
bool MenuItem::SetStateItemList(int count, ...) {
if (m_cType != MIT_STATE)
return false;
// remove original states
for (int i = 0; i < SubMenuCount; i++) {
if (SubMenus[i]) {
delete SubMenus[i];
SubMenus[i] = NULL;
}
}
if (SubMenus) {
free(SubMenus);
SubMenus = NULL;
}
va_list marker;
va_start(marker, count);
SubMenuCount = count;
m_iState = 0;
if ((SubMenuCount > 0) && (SubMenuCount < MAX_STATE_SUBMENUS)) {
SubMenus = (IMenuItem **)malloc(sizeof(IMenuItem *) * SubMenuCount);
if (!SubMenus)
return false;
char *string;
for (int i = 0; i < SubMenuCount; i++) {
string = va_arg(marker, char *);
SubMenus[i] = new MenuItem(string, MIT_STATEITEM, 0, func);
}
} else
SubMenuCount = 0;
va_end(marker);
return true;
}
bool MenuItem::SetStateItemListArray(int count, char **array) {
if (m_cType != MIT_STATE)
return false;
// remove original states
for (int i = 0; i < SubMenuCount; i++) {
if (SubMenus[i]) {
delete SubMenus[i];
SubMenus[i] = NULL;
}
}
if (SubMenus) {
free(SubMenus);
SubMenus = NULL;
}
SubMenuCount = count;
m_iState = 0;
if ((SubMenuCount > 0) && (SubMenuCount < MAX_STATE_SUBMENUS)) {
SubMenus = (IMenuItem **)malloc(sizeof(IMenuItem *) * SubMenuCount);
if (!SubMenus)
return false;
char *string;
for (int i = 0; i < SubMenuCount; i++) {
string = array[i];
SubMenus[i] = new MenuItem(string, MIT_STATEITEM, 0, func);
}
} else
SubMenuCount = 0;
return true;
}
///////////////////////////////////////////////////
// Menu Function handlers
int GetBanPlayerList(void) { return basethis->GetNumBannedPlayers(); }
char *GetBannedPlayerString(int index) {
static char r[MAX_CALLSIGN_SIZE + 8];
char *ptr = basethis->GetBannedPlayerCallsign(index);
if (ptr) {
snprintf(r, sizeof(r), "[%d]%s", index, ptr);
return r;
} else
return NULL;
}
// Removes a ban for a player, give the ban index #
void RemoveBanByIndex(int index) { basethis->RemoveBan(index); }
// Server Only. Kicks a player from the game
void KickPlayer(int pnum) {
if (basethis->GetLocalRole() != LR_SERVER) {
mprintf(0, "KickPlayer Error: You're Not The Server\n");
return;
}
if (pnum == basethis->GetPlayerNum()) {
mprintf(0, "KickPlayer Error: Server can't kick themself\n");
DLLAddHUDMessage(DTXT_SERVERCANTKICK);
return;
}
if (!basethis->CheckPlayerNum(pnum)) {
mprintf(0, "KickPlayer Error: Pnum %d not in game\n", pnum);
DLLAddHUDMessage(DTXT_INVALIDPNUM, pnum);
return;
}
basethis->SendControlMessageToPlayer(pnum, CM_KICKED);
DLLMultiDisconnectPlayer(pnum);
}
// Server Only. Temp bans a player from the game
void BanPlayer(int pnum) {
if (basethis->GetLocalRole() != LR_SERVER) {
mprintf(0, "BanPlayer Error: You're Not The Server\n");
return;
}
if (pnum == basethis->GetPlayerNum()) {
mprintf(0, "BanPlayer Error: Server can't ban themself\n");
DLLAddHUDMessage(DTXT_SERVERCANTBAN);
return;
}
if (!basethis->CheckPlayerNum(pnum)) {
mprintf(0, "BanPlayer Error: Pnum %d not in game\n", pnum);
DLLAddHUDMessage(DTXT_INVALIDPNUM, pnum);
return;
}
basethis->SendControlMessageToPlayer(pnum, CM_BANNED);
DLLMultiDisconnectPlayer(pnum);
basethis->BanPlayerFromGame(pnum);
}
// Server Only. Ends the current level
void EndMultiLevel(int i) {
if (basethis->GetLocalRole() != LR_SERVER) {
mprintf(0, "You're Not The Server\n");
return;
}
DLLMultiEndLevel();
basethis->EnableOnScreenMenu(false);
}
// Server Only. Automatically balances the teams
void BalanceTeams(int i) {
if (basethis->GetLocalRole() != LR_SERVER) {
mprintf(0, "You're Not The Server\n");
return;
}
mprintf(0, "Balancing Teams\n");
DPrintf(DTXT_BALANCINGTEAMS);
// First we need to get a count of how many are on each team
int TeamCount[DLLMAX_TEAMS];
for (i = 0; i < DLLMAX_TEAMS; i++)
TeamCount[i] = 0;
for (i = 0; i < DLLMAX_PLAYERS; i++) {
if (basethis->CheckPlayerNum(i)) {
if (basethis->Players[i].team != -1) { // don't count dedicated server
TeamCount[basethis->Players[i].team]++;
}
}
}
// Now determine how many should be on each team
int optcount = 0;
int ingame = 0;
int numteams = basethis->GetNumTeams();
for (i = 0; i < MAX_TEAMS; i++)
ingame += TeamCount[i];
optcount = ingame / numteams;
int leftover = ingame - (optcount * numteams);
// fill in the number of players each team should have
int ShouldHave[MAX_TEAMS];
for (i = 0; i < MAX_TEAMS; i++) {
if (i < numteams) {
ShouldHave[i] = optcount;
} else {
ShouldHave[i] = 0;
}
}
// Make adjustments for the leftover players
for (i = 0; i < leftover; i++)
ShouldHave[i]++;
for (i = 0; i < MAX_TEAMS; i++) {
mprintf(0, "%s team should have %d players and has %d now\n",
basethis->GetTeamString(i),
ShouldHave[i],
TeamCount[i]);
}
// Now move the players around until the teams are of the right size
int j;
for (i = 0; i < MAX_TEAMS; i++) {
while (ShouldHave[i] > TeamCount[i]) {
// We need to adjust this team by adding more players
int pn;
float lowseniority;
int lowpn;
lowseniority = 0;
lowpn = -1;
for (j = 0; j < MAX_TEAMS; j++) {
if (ShouldHave[j] < TeamCount[j]) {
// We can remove a player from this team
// Determine which player has least seniority
for (pn = 0; pn < DLLMAX_PLAYERS; pn++) {
if ((basethis->CheckPlayerNum(pn)) && (basethis->Players[pn].team == j) &&
(basethis->Players[pn].team != -1)) {
// get the pnum, and seniority info here
if (lowseniority < basethis->Players[pn].time_in_game) {
lowpn = pn;
lowseniority = basethis->Players[pn].time_in_game;
}
} // end if
} // end for
if (lowpn != -1) {
TeamCount[j]--;
break;
}
} // end if
} // end for
if (lowpn != -1) {
// Change this player to the new team
TeamCount[i]++;
basethis->RequestTeamChange(i, lowpn, true);
}
} // end while
} // end for
}
// Server Only. Switches AutoTeamSelect On/Off
void SwitchAutoTeamSelect(int i) {
if (basethis->GetLocalRole() != LR_SERVER) {
mprintf(0, "You're Not The Server\n");
return;
}
bool on = (i == 1) ? true : false;
basethis->AutoTeamSelect(on);
}
// Server Only. Switches allowing Team Changing on/off
void SwitchTeamChange(int i) {
if (basethis->GetLocalRole() != LR_SERVER) {
mprintf(0, "You're not the server\n");
return;
}
bool on = (i == 1) ? true : false;
basethis->SwitchAllowTeamChange(on);
}
// Switch's on/off Displaying a player's info
void SwitchPlayerInfo(int pnum) {
if (pnum == -1) {
// the <None> was selected, so make sure that it's turned off
int curr_disp = basethis->DisplayingPlayerInfo();
if (curr_disp == -1) // we're not displaying anyone now anyway
return;
// turn off the pnum given to us
basethis->SwitchPlayerInfoDisplay(curr_disp);
return;
}
if (!basethis->CheckPlayerNum(pnum)) {
mprintf(0, "%d is invalid for playerinfo\n", pnum);
return;
}
int curr_disp = basethis->DisplayingPlayerInfo();
if (curr_disp != -1 && curr_disp != pnum)
basethis->SwitchPlayerInfoDisplay(pnum); // turn it off
basethis->SwitchPlayerInfoDisplay(pnum);
// Make the call to DisplayPlayerInfo now with passing true to dedicated_server so it will
// print the info to the console once
basethis->DisplayPlayerInfo(true);
}
// Switch's on/off Displaying a player's name on the HUD
void SwitchHudPlayerNum(int i) { basethis->SwitchShowHudCallsignLevel(i); }
// Switch the server's Max HUD Callsign level
void SwitchServerHudPlayerName(int i) {
if (basethis->GetLocalRole() != LR_SERVER)
return;
basethis->SwitchServerHudCallsignLevel(i);
}
// Change teams (or more specifically request to change teams)
void ChangeTeams(int team) {
if ((team < 0) || (team > 3)) {
mprintf(0, "Invalid team requested (%d)\n", team);
return;
}
int curr_team = basethis->Players[basethis->GetPlayerNum()].team;
if (curr_team == -1) {
mprintf(0, "Dedicated Server Can't Change Teams\n");
DPrintf(DTXT_NODEDICATEDTEAM);
return;
}
if (team == curr_team) {
mprintf(0, "You're already on the %s team\n", basethis->GetTeamString(team));
DPrintf(DTXT_SAMETEAMCHANGE, basethis->GetTeamString(team));
return;
}
basethis->RequestTeamChange(team, basethis->GetPlayerNum(), true);
}
// Send a request to DMFC to save the game stats to file
void SaveStatsToFile(int i) { basethis->CallOnSaveStatsToFile(); }
// Turns on/off Observer Mode
void SwitchObserverMode(int i) {
object *pobj;
int pnum = basethis->GetPlayerNum();
if ((pnum < 0) || (pnum >= DLLMAX_PLAYERS))
return;
pobj = &basethis->Objects[basethis->Players[pnum].objnum];
mprintf(0, "SwitchObserverMode %s [%d]\n", (i == 1) ? "On" : "Off", pnum);
if (pobj->type == OBJ_OBSERVER) {
if ((i == 0) && (basethis->CallOnAllowObserverChange(false)))
DLLMultiSendRequestToObserve(OBSERVER_MODE_ROAM, 0, 0);
} else {
if ((i == 1) && (basethis->CallOnAllowObserverChange(true)))
DLLMultiSendRequestToObserve(OBSERVER_MODE_ROAM, 1, 0);
}
}
// Turns on/off PiggyBack mode
void SwitchPiggyBack(int pnum) {
if (!basethis->CheckPlayerNum(pnum)) {
return;
}
object *pobj;
pobj = &basethis->Objects[basethis->Players[basethis->GetPlayerNum()].objnum];
if (pobj->type == OBJ_OBSERVER) {
if (basethis->CallOnAllowObserverChange(false))
DLLMultiSendRequestToObserve(OBSERVER_MODE_ROAM, 0, 0);
}
if (pnum == basethis->GetPlayerNum()) {
mprintf(0, "Returning to self\n");
return;
}
if (basethis->CallOnAllowObserverChange(true)) {
mprintf(0, "Switching to piggyback for player %d\n", pnum);
DLLMultiSendRequestToObserve(OBSERVER_MODE_PIGGYBACK, 1, basethis->Players[pnum].objnum);
}
}
// Turns on/off the statistical hud messages
void SwitchStatHUDMessages(int i) {
bool on = (i) ? true : false;
basethis->EnableStatisticalMessages(on);
}
// Exits the on-screen menu
void MenuExitMenu(int i) { basethis->EnableOnScreenMenu(false); }
// Switches on/off auto saving of the stats to file on level end
void SwitchSaveStatsLevelEnd(int i) { basethis->EnableAutoSaveLevelEnd((i) ? true : false); }
// Switches on/off auto saving of the stats to file on disconnect from the game
void SwitchSaveStatsDisconnect(int i) { basethis->EnableAutoSaveDisconnect((i) ? true : false); }
// Switches on/off displaying the background
void SwitchMenuBackground(int i) {
bool on = (i) ? true : false;
basethis->EnableOnScreenMenuBackground(on);
}
// Switches on/off displaying the netgame info
void SwitchNetGameInfo(int i) { basethis->SwitchNetGameInfoDisplay(i); }
// Switches the death message filter
void SwitchDeathMessageFilter(int i) { basethis->SetDeathMessageFilter(i); }
// brings up the team config dialog for the server
void OnScreenDisplayTeamConfig(int i) {
if (basethis->GetLocalRole() != LR_SERVER)
return;
if (basethis->GetNumTeams() < 2)
return;
static char enable;
enable = 2;
basethis->StartUIWindow(UIID_TEAMPLACEMENT, &enable);
basethis->EnableOnScreenMenu(false);
}
// Switches turning on/off displaying ship logos
void SwitchShipLogoEnable(int i) {
bool enable = (i) ? true : false;
basethis->EnableShipLogos(enable);
DLLAddHUDMessage(DTXT_SHIPLOGOSMSG, (enable) ? DTXT_ENABLED : DTXT_DISABLED);
}
void SwitchAudioTauntsEnable(int i) {
bool enable = (i) ? true : false;
basethis->EnableAudioTaunts(enable);
DLLAddHUDMessage(DTXT_AUDIOTAUNTSMSG, (enable) ? DTXT_ENABLED : DTXT_DISABLED);
}
// Rehashs the hosts.allow/deny lists
void RehashAllowDenyLists(int i) {
if (basethis->GetLocalRole() != LR_SERVER)
return;
DLLAddHUDMessage(DTXT_REHASHINGMSG);
basethis->RehashAllowDeny();
}
void SwitchLossPingIndicator(int i) {
bool enable = (i) ? true : false;
basethis->EnableLossGuage(enable);
DLLAddHUDMessage(DTXT_LOSSINDICATOR, (enable) ? DTXT_ENABLED : DTXT_DISABLED);
}