Ejemplo n.º 1
0
bool PlayerSelection(void)
{
	PlayerSelectionData data;
	memset(&data, 0, sizeof data);
	data.IsOK = true;
	GetDataFilePath(data.prefixes, "data/prefixes.txt");
	GetDataFilePath(data.suffixes, "data/suffixes.txt");
	GetDataFilePath(data.suffixnames, "data/suffixnames.txt");
	NameGenInit(&data.g, data.prefixes, data.suffixes, data.suffixnames);

	// Create selection menus for each local player
	for (int i = 0, idx = 0; i < (int)gPlayerDatas.size; i++, idx++)
	{
		PlayerData *p = CArrayGet(&gPlayerDatas, i);
		if (!p->IsLocal)
		{
			idx--;
			continue;
		}
		PlayerSelectMenusCreate(
			&data.menus[idx], GetNumPlayers(false, false, true), idx, i,
			&gEventHandlers, &gGraphicsDevice, &data.g);
	}

	if (!gCampaign.IsClient)
	{
		NetServerOpen(&gNetServer);
	}
	GameLoopData gData = GameLoopDataNew(
		&data, PlayerSelectionUpdate,
		&data, PlayerSelectionDraw);
	GameLoop(&gData);

	if (data.IsOK)
	{
		for (int i = 0, idx = 0; i < (int)gPlayerDatas.size; i++, idx++)
		{
			PlayerData *p = CArrayGet(&gPlayerDatas, i);
			if (!p->IsLocal)
			{
				idx--;
				continue;
			}

			// For any player slots not picked, turn them into AIs
			if (p->inputDevice == INPUT_DEVICE_UNSET)
			{
				PlayerSetInputDevice(p, INPUT_DEVICE_AI, 0);
			}
		}
	}

	for (int i = 0; i < GetNumPlayers(false, false, true); i++)
	{
		MenuSystemTerminate(&data.menus[i].ms);
	}
	NameGenTerminate(&data.g);
	return data.IsOK;
}
Ejemplo n.º 2
0
bool NumPlayersSelection(
	GameMode mode, GraphicsDevice *graphics, EventHandlers *handlers)
{
	MenuSystem ms;
	MenuSystemInit(
		&ms, handlers, graphics,
		Vec2iZero(),
		graphics->cachedConfig.Res);
	ms.allowAborts = true;
	ms.root = ms.current = MenuCreateNormal(
		"",
		"Select number of players",
		MENU_TYPE_NORMAL,
		0);
	for (int i = 0; i < MAX_LOCAL_PLAYERS; i++)
	{
		char buf[2];
		if (IsMultiplayer(mode) && i == 0)
		{
			// At least two players for dogfights
			continue;
		}
		sprintf(buf, "%d", i + 1);
		MenuAddSubmenu(ms.current, MenuCreateReturn(buf, i + 1));
	}
	MenuAddExitType(&ms, MENU_TYPE_RETURN);

	MenuLoop(&ms);
	const bool ok = !ms.hasAbort;
	if (ok)
	{
		const int numPlayers = ms.current->u.returnCode;
		for (int i = 0; i < (int)gPlayerDatas.size; i++)
		{
			const PlayerData *p = CArrayGet(&gPlayerDatas, i);
			CASSERT(!p->IsLocal, "unexpected local player");
		}
		if (NetClientIsConnected(&gNetClient))
		{
			// Tell the server that we want to add new players
			NetMsgNewPlayers np;
			np.ClientId = gNetClient.ClientId;
			np.NumPlayers = numPlayers;
			NetClientSendMsg(&gNetClient, MSG_NEW_PLAYERS, &np);
		}
		else
		{
			// We are the server, just add the players
			for (int i = 0; i < numPlayers; i++)
			{
				PlayerData *p = PlayerDataAdd(&gPlayerDatas);
				PlayerDataSetLocalDefaults(p, i);
				p->inputDevice = INPUT_DEVICE_UNSET;
			}
		}
	}
	MenuSystemTerminate(&ms);
	return ok;
}
Ejemplo n.º 3
0
int NumPlayersSelection(
	int *numPlayers, campaign_mode_e mode,
	GraphicsDevice *graphics, InputDevices *input)
{
	MenuSystem ms;
	int i;
	int res = 0;
	MenuSystemInit(
		&ms, input, graphics,
		Vec2iZero(),
		Vec2iNew(
			graphics->cachedConfig.ResolutionWidth,
			graphics->cachedConfig.ResolutionHeight));
	ms.root = ms.current = MenuCreateNormal(
		"",
		"Select number of players",
		MENU_TYPE_NORMAL,
		0);
	for (i = 0; i < MAX_PLAYERS; i++)
	{
		if (mode == CAMPAIGN_MODE_DOGFIGHT && i == 0)
		{
			// At least two players for dogfights
			continue;
		}
		char buf[2];
		sprintf(buf, "%d", i + 1);
		MenuAddSubmenu(ms.current, MenuCreateReturn(buf, i + 1));
	}
	MenuAddExitType(&ms, MENU_TYPE_RETURN);

	for (;;)
	{
		int cmd;
		InputPoll(&gInputDevices, SDL_GetTicks());
		if (KeyIsPressed(&gInputDevices.keyboard, SDLK_ESCAPE))
		{
			res = 0;
			break;	// hack to allow exit
		}
		cmd = GetMenuCmd(gPlayerDatas);
		MenuProcessCmd(&ms, cmd);
		if (MenuIsExit(&ms))
		{
			*numPlayers = ms.current->u.returnCode;
			res = 1;
			break;
		}

		GraphicsBlitBkg(graphics);
		MenuDisplay(&ms);
		BlitFlip(graphics, &gConfig.Graphics);
		SDL_Delay(10);
	}

	MenuSystemTerminate(&ms);
	return res;
}
Ejemplo n.º 4
0
void MenuDestroy(MenuSystem *menu)
{
	if (menu == NULL || menu->root == NULL)
	{
		return;
	}
	MenuSystemTerminate(menu);
	CFREE(menu);
}
Ejemplo n.º 5
0
static void PlayerListTerminate(GameLoopData *data)
{
	PlayerList *pl = data->Data;

	CArrayTerminate(&pl->playerUIDs);
	MenuSystemTerminate(&pl->ms);
	CFREE(pl->data);
	CFREE(pl);
}
Ejemplo n.º 6
0
bool NumPlayersSelection(GraphicsDevice *graphics, EventHandlers *handlers)
{
	MenuSystem ms;
	MenuSystemInit(
		&ms, handlers, graphics,
		Vec2iZero(),
		graphics->cachedConfig.Res);
	ms.allowAborts = true;
	ms.root = ms.current = MenuCreateNormal(
		"",
		"Select number of players",
		MENU_TYPE_NORMAL,
		0);
	MenuAddSubmenu(ms.current, MenuCreateReturn("(No local players)", 0));
	for (int i = 0; i < MAX_LOCAL_PLAYERS; i++)
	{
		char buf[2];
		sprintf(buf, "%d", i + 1);
		MenuAddSubmenu(ms.current, MenuCreateReturn(buf, i + 1));
	}
	MenuAddExitType(&ms, MENU_TYPE_RETURN);
	// Select 1 player default
	ms.current->u.normal.index = 1;

	MenuLoop(&ms);
	const bool ok = !ms.hasAbort;
	if (ok)
	{
		const int numPlayers = ms.current->u.returnCode;
		CA_FOREACH(const PlayerData, p, gPlayerDatas)
			CASSERT(!p->IsLocal, "unexpected local player");
		CA_FOREACH_END()
		// Add the players
		for (int i = 0; i < numPlayers; i++)
		{
			GameEvent e = GameEventNew(GAME_EVENT_PLAYER_DATA);
			e.u.PlayerData = PlayerDataDefault(i);
			e.u.PlayerData.UID = gNetClient.FirstPlayerUID + i;
			GameEventsEnqueue(&gGameEvents, e);
		}
		// Process the events to force add the players
		HandleGameEvents(&gGameEvents, NULL, NULL, NULL);
		// This also causes the client to send player data to the server
	}
	MenuSystemTerminate(&ms);
	return ok;
}
Ejemplo n.º 7
0
bool ScreenWait(const char *message, void (*checkFunc)(menu_t *, void *))
{
	MenuSystem ms;
	MenuSystemInit(
		&ms, &gEventHandlers, &gGraphicsDevice,
		Vec2iZero(),
		gGraphicsDevice.cachedConfig.Res);
	ms.allowAborts = true;
	ms.root = ms.current = MenuCreateNormal("", message, MENU_TYPE_NORMAL, 0);
	MenuAddExitType(&ms, MENU_TYPE_RETURN);
	MenuSetPostUpdateFunc(ms.root, checkFunc, &ms);

	MenuLoop(&ms);
	const bool ok = !ms.hasAbort;
	MenuSystemTerminate(&ms);
	return ok;
}
Ejemplo n.º 8
0
int PlayerEquip(int numPlayers, GraphicsDevice *graphics)
{
	int i;
	WeaponMenu menus[MAX_PLAYERS];
	for (i = 0; i < numPlayers; i++)
	{
		WeaponMenuCreate(
			&menus[i], numPlayers, i,
			&gCampaign.Setting.characters.players[i], &gPlayerDatas[i],
			&gInputDevices, graphics, &gConfig.Input);
	}

	debug(D_NORMAL, "\n");

	for (;;)
	{
		int cmds[MAX_PLAYERS];
		int isDone = 1;
		InputPoll(&gInputDevices, SDL_GetTicks());
		if (KeyIsPressed(&gInputDevices.keyboard, SDLK_ESCAPE))
		{
			return 0; // hack to exit from menu
		}
		GetPlayerCmds(&cmds, gPlayerDatas);
		for (i = 0; i < numPlayers; i++)
		{
			if (!MenuIsExit(&menus[i].ms))
			{
				MenuProcessCmd(&menus[i].ms, cmds[i]);
			}
			else if (gPlayerDatas[i].weaponCount == 0)
			{
				// Check exit condition; must have selected at least one weapon
				// Otherwise reset the current menu
				menus[i].ms.current = menus[i].ms.root;
			}
		}
		for (i = 0; i < numPlayers; i++)
		{
			if (!MenuIsExit(&menus[i].ms))
			{
				isDone = 0;
			}
		}
		if (isDone)
		{
			break;
		}

		GraphicsBlitBkg(graphics);
		for (i = 0; i < numPlayers; i++)
		{
			MenuDisplay(&menus[i].ms);
		}
		BlitFlip(graphics, &gConfig.Graphics);
		SDL_Delay(10);
	}

	for (i = 0; i < numPlayers; i++)
	{
		MenuSystemTerminate(&menus[i].ms);
	}
	return 1;
}
Ejemplo n.º 9
0
int PlayerSelection(int numPlayers, GraphicsDevice *graphics)
{
	int i;
	int hasInputDevice[MAX_PLAYERS];
	PlayerSelectMenu menus[MAX_PLAYERS];
	for (i = 0; i < numPlayers; i++)
	{
		PlayerSelectMenusCreate(
			&menus[i], numPlayers, i,
			&gCampaign.Setting.characters.players[i], &gPlayerDatas[i],
			&gInputDevices, graphics, &gConfig.Input);
		hasInputDevice[i] = 0;
	}

	KeyInit(&gInputDevices.keyboard);
	for (;;)
	{
		int cmds[MAX_PLAYERS];
		int isDone = 1;
		InputPoll(&gInputDevices, SDL_GetTicks());
		if (KeyIsPressed(&gInputDevices.keyboard, SDLK_ESCAPE))
		{
			// TODO: destroy menus
			return 0; // hack to allow exit
		}
		GetPlayerCmds(&cmds, gPlayerDatas);
		for (i = 0; i < numPlayers; i++)
		{
			if (hasInputDevice[i] && !MenuIsExit(&menus[i].ms))
			{
				MenuProcessCmd(&menus[i].ms, cmds[i]);
			}
		}
		for (i = 0; i < numPlayers; i++)
		{
			if (!MenuIsExit(&menus[i].ms))
			{
				isDone = 0;
			}
		}
		if (isDone)
		{
			break;
		}

		AssignPlayerInputDevices(
			hasInputDevice, numPlayers,
			gPlayerDatas, &gInputDevices, &gConfig.Input);

		GraphicsBlitBkg(graphics);
		for (i = 0; i < numPlayers; i++)
		{
			if (hasInputDevice[i])
			{
				MenuDisplay(&menus[i].ms);
			}
			else
			{
				Vec2i center;
				const char *prompt = "Press Fire to join...";
				Vec2i offset = Vec2iScaleDiv(TextGetSize(prompt), -2);
				int w = graphics->cachedConfig.ResolutionWidth;
				int h = graphics->cachedConfig.ResolutionHeight;
				switch (numPlayers)
				{
				case 1:
					// Center of screen
					center = Vec2iNew(w / 2, h / 2);
					break;
				case 2:
					// Side by side
					center = Vec2iNew(i * w / 2 + w / 4, h / 2);
					break;
				case 3:
				case 4:
					// Four corners
					center = Vec2iNew(
						(i & 1) * w / 2 + w / 4, (i / 2) * h / 2 + h / 4);
					break;
				default:
					assert(0 && "not implemented");
					break;
				}
				DrawTextString(prompt, graphics, Vec2iAdd(center, offset));
			}
		}
		BlitFlip(graphics, &gConfig.Graphics);
		SDL_Delay(10);
	}

	for (i = 0; i < numPlayers; i++)
	{
		MenuSystemTerminate(&menus[i].ms);
	}
	return 1;
}
Ejemplo n.º 10
0
bool PlayerEquip(void)
{
	PlayerEquipData data;
	memset(&data, 0, sizeof data);
	data.IsOK = true;
	for (int i = 0, idx = 0; i < (int)gPlayerDatas.size; i++, idx++)
	{
		PlayerData *p = CArrayGet(&gPlayerDatas, i);
		if (!p->IsLocal)
		{
			idx--;
			continue;
		}

		// Remove unavailable weapons from players inventories
		RemoveUnavailableWeapons(p, &gMission.Weapons);

		WeaponMenuCreate(
			&data.menus[idx], GetNumPlayers(false, false, true), idx, i,
			&gEventHandlers, &gGraphicsDevice);
		// For AI players, pre-pick their weapons and go straight to menu end
		if (p->inputDevice == INPUT_DEVICE_AI)
		{
			const int lastMenuIndex =
				(int)data.menus[idx].ms.root->u.normal.subMenus.size - 1;
			data.menus[idx].ms.current = CArrayGet(
				&data.menus[idx].ms.root->u.normal.subMenus, lastMenuIndex);
			AICoopSelectWeapons(p, idx, &gMission.Weapons);
		}
	}

	GameLoopData gData = GameLoopDataNew(
		&data, PlayerEquipUpdate, &data, PlayerEquipDraw);
	GameLoop(&gData);

	for (int i = 0, idx = 0; i < (int)gPlayerDatas.size; i++, idx++)
	{
		PlayerData *p = CArrayGet(&gPlayerDatas, i);
		if (!p->IsLocal)
		{
			idx--;
			continue;
		}
		const NetMsgPlayerData d = NetMsgMakePlayerData(p);
		// Ready player definitions
		p->IsUsed = true;
		if (gCampaign.IsClient)
		{
			NetClientSendMsg(&gNetClient, MSG_PLAYER_DATA, &d);
		}
		else
		{
			NetServerBroadcastMsg(&gNetServer, MSG_PLAYER_DATA, &d);
		}
	}

	for (int i = 0; i < GetNumPlayers(false, false, true); i++)
	{
		MenuSystemTerminate(&data.menus[i].ms);
	}

	return data.IsOK;
}
Ejemplo n.º 11
0
bool GameOptions(const GameMode gm)
{
	// Create selection menus
	const int w = gGraphicsDevice.cachedConfig.Res.x;
	const int h = gGraphicsDevice.cachedConfig.Res.y;
	MenuSystem ms;
	MenuSystemInit(
		&ms, &gEventHandlers, &gGraphicsDevice,
		Vec2iZero(), Vec2iNew(w, h));
	ms.align = MENU_ALIGN_CENTER;
	ms.allowAborts = true;
	AllowedWeaponsData awData;
	AllowedWeaponsDataInit(&awData, &gMission.Weapons);
	switch (gm)
	{
	case GAME_MODE_DEATHMATCH:
		ms.root = ms.current = MenuCreateNormal(
			"",
			"",
			MENU_TYPE_OPTIONS,
			0);
		MenuAddConfigOptionsItem(
			ms.current, ConfigGet(&gConfig, "Game.PlayerHP"));
		MenuAddConfigOptionsItem(
			ms.current, ConfigGet(&gConfig, "Deathmatch.Lives"));
		MenuAddConfigOptionsItem(
			ms.current, ConfigGet(&gConfig, "Game.HealthPickups"));
		MenuAddConfigOptionsItem(
			ms.current, ConfigGet(&gConfig, "Game.Ammo"));
		MenuAddSubmenu(ms.current,
			MenuCreateAllowedWeapons("Weapons...", &awData));
		MenuAddSubmenu(ms.current, MenuCreateSeparator(""));
		MenuAddSubmenu(ms.current, MenuCreateReturn("Done", 0));
		break;
	case GAME_MODE_DOGFIGHT:
		ms.root = ms.current = MenuCreateNormal(
			"",
			"",
			MENU_TYPE_OPTIONS,
			0);
		MenuAddConfigOptionsItem(
			ms.current, ConfigGet(&gConfig, "Dogfight.PlayerHP"));
		MenuAddConfigOptionsItem(
			ms.current, ConfigGet(&gConfig, "Dogfight.FirstTo"));
		MenuAddSubmenu(ms.current,
			MenuCreateAllowedWeapons("Weapons...", &awData));
		MenuAddSubmenu(ms.current, MenuCreateSeparator(""));
		MenuAddSubmenu(ms.current, MenuCreateReturn("Done", 0));
		break;
	default:
		CASSERT(false, "unknown game mode");
		break;
	}
	MenuAddExitType(&ms, MENU_TYPE_RETURN);

	MenuLoop(&ms);

	const bool ok = !ms.hasAbort;
	if (ok)
	{
		ConfigApply(&gConfig);

		// Save options for later
		ConfigSave(&gConfig, GetConfigFilePath(CONFIG_FILE));

		// Set allowed weapons
		// First check if the player has unwittingly disabled all weapons
		// if so, enable all weapons
		bool allDisabled = true;
		for (int i = 0, j = 0; i < (int)awData.allowed.size; i++, j++)
		{
			const bool *allowed = CArrayGet(&awData.allowed, i);
			if (*allowed)
			{
				allDisabled = false;
				break;
			}
		}
		if (!allDisabled)
		{
			for (int i = 0, j = 0; i < (int)awData.allowed.size; i++, j++)
			{
				const bool *allowed = CArrayGet(&awData.allowed, i);
				if (!*allowed)
				{
					CArrayDelete(&gMission.Weapons, j);
					j--;
				}
			}
		}
	}
	AllowedWeaponsDataTerminate(&awData);
	MenuSystemTerminate(&ms);
	return ok;
}