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class TribesGUIControllerBase extends GUI.GUIController dependsOn(Utility) native; var ClientSideCharacter clientSideChar; var TribesGUIConfig GuiConfig; // GUI Config object to use var private String LastChatMessage; // Last chat message recieved var bool bMusicPlaying; var int CurrentSongHandle; ///////////////////////////////////////////////////////////////////////////// // Initialization ///////////////////////////////////////////////////////////////////////////// function InitializeController() { log("[dkaplan] >>> InitializeController of (TribesGUIControllerBase) "$self); GuiConfig = new class'TribesGUIConfig'; Super.InitializeController(); clientSideChar = new class'ClientSideCharacter'; // glenn: smart precache of level data //class'Utility'.static.smartRefresh(); //class'Utility'.static.save(); // note: i have disabled this until we get the smart cache working // just doing the 'smartRefresh' will currently scan all levels (5 secs?) // at the moment, because it does not detect minimum level changes with // checksums etc... // Play opening music when controller is first initialized if (!bMusicPlaying) { CurrentSongHandle = ViewportOwner.Actor.PlayMusic(GuiConfig.openingMusic, 0); bMusicPlaying = true; } } ///////////////////////////////////////////////////////////////////////////// // Game State / Game Systems Reference ///////////////////////////////////////////////////////////////////////////// event PreLevelChange(string DestURL, LevelSummary NewSummary) { local RoundInfo ri; Super.PreLevelChange(DestURL, NewSummary); // Cleanup all RoundInfos ForEach ViewportOwner.Actor.Level.AllActors(class'RoundInfo', ri) { ri.cleanup(); } ViewportOwner.Actor.Level.dispatchMessage(new class'MessageGameEnd'); GuiConfig.CurrentLevelSummary = NewSummary; GuiConfig.CurrentURL = DestURL; // show loading screen (except for entry level) if (InStr(DestURL, "?entry") == -1 && InStr(DestURL, "Entry.tvm") == -1) // fix: hardcoded reference to 'entry' { CloseAll(); OpenMenu(class'GameEngine'.default.LoadingClass); PaintProgress(); } // Stop playing opening music if (bMusicPlaying) { ViewportOwner.Actor.StopMusic(CurrentSongHandle, 1); bMusicPlaying = false; } } event PostLevelChange(LevelInfo newLevel, bool bSaveGame) { local int missionIdx; if (bSaveGame) { GuiConfig.LastCutscene = ""; } GuiConfig.bMissionFailed = false; // Play opening music when changing back to Entry level if (NewLevel.IsEntry() && !bMusicPlaying) { CurrentSongHandle = ViewportOwner.Actor.PlayMusic(GuiConfig.openingMusic, 0); bMusicPlaying = true; } // Stop playing opening music else if (bMusicPlaying) { ViewportOwner.Actor.StopMusic(CurrentSongHandle, 1); bMusicPlaying = false; } // copy the saved level campaign to the current campaign, if it is present if (newLevel.savedCampaign != None) { GuiConfig.CurrentCampaign = new(Outer) class'CampaignInfo'; CampaignInfo(newLevel.savedCampaign).copy(GuiConfig.CurrentCampaign); GuiConfig.CurrentMission = GuiConfig.CurrentCampaign.missions[GuiConfig.CurrentCampaign.progressIdx].mapName; } else { // If we're not switching to the mission nominated by GuiConfig.CurrentMission, then // the user must have manually switched missions using 'open' or the main menu, and // the current campaign should be considered invalid. if (GuiConfig.CurrentCampaign != None && Caps(GuiConfig.CurrentMission) != Caps(newLevel.Outer.Name) && Caps(GuiConfig.CurrentCampaign.missions[GuiConfig.CurrentCampaign.progressIdx].startCutsceneMap) != Caps(newLevel.Outer.Name) && Caps(GuiConfig.CurrentCampaign.missions[GuiConfig.CurrentCampaign.progressIdx].endCutsceneMap) != Caps(newLevel.Outer.Name)) { log("Mission load out of campaign sequence ("$Caps(GuiConfig.CurrentMission)$" != "$Caps(newLevel.Outer.Name)$"), clearing campaign"); GuiConfig.CurrentCampaign = None; } // If there is no campaign saved in the level and no active campaign, then // a campaign mission may have been loaded standalone. Make a new campaign and advance // to the loaded mission, if possible. if (GuiConfig.CurrentCampaign == None) { GuiConfig.CurrentCampaign = new(Outer, "Default") class'CampaignInfo'; missionIdx = GuiConfig.CurrentCampaign.findMission(newLevel.Outer.Name); if (missionIdx == -1) { GuiConfig.CurrentCampaign = None; log("Couldn't find a mission in the campaign called "$newLevel.Outer.Name); } else { log("Advancing new campaign to mission"@missionIdx); GuiConfig.CurrentCampaign.progressIdx = missionIdx; GuiConfig.CurrentCampaign.highestProgressIdx = missionIdx; // persistant health and items if (missionIdx >= 0) GuiConfig.bTravelMission = GuiConfig.CurrentCampaign.missions[missionIdx].bPersist; else GuiConfig.bTravelMission = false; } } // copy the active campaign to the level, to ensure that campaign progress will be saved if (GuiConfig.CurrentCampaign != None) { newLevel.savedCampaign = new(newLevel) class'CampaignInfo'; GuiConfig.CurrentCampaign.copy(CampaignInfo(newLevel.savedCampaign)); } } // send difficulty level to gameinfo // don't set difficulty on savegame load if (GuiConfig.CurrentCampaign != None && !bSaveGame) { if (SingleplayerGameInfo(ViewportOwner.Actor.Level.Game) != None) SingleplayerGameInfo(ViewportOwner.Actor.Level.Game).setCampaignDifficulty(GuiConfig.CurrentCampaign.selectedDifficulty); } // If this isn't the entry level, close all menus if (!ViewportOwner.Actor.Level.IsEntry()) CloseAll(); else { // Make sure that the main menu will always be accessible -- but don't display during the 'pending' level if (MenuStack.Length == 0 && !ViewportOwner.Actor.Level.IsPendingActive()) OpenMenu(class'GameEngine'.default.MainMenuClass); } } final function GameInfo GetGameInfo() { return GameInfo(GetLevelInfo().Game); } final function LevelInfo GetLevelInfo() { return ViewportOwner.Actor.Level; } ///////////////////////////////////////////////////////////////////////////// // Client -> Server Requests ///////////////////////////////////////////////////////////////////////////// final function ChangeTeams() { //PlayerCharacterController(ViewportOwner.Actor).ServerChangePlayerTeam(); } final function PlayerDisconnect() { //disconnect client from the server LoadLevel( "?entry" ); } function Quit() { //Log("Quit called with exit menu "$GuiConfig.ExitMenuClass); PlayerDisconnect(); // Check for exit menu here if (GuiConfig.ExitMenuClass != "") { OpenMenu(GuiConfig.ExitMenuClass); } else { CloseAll(); ConsoleCommand( "quit" ); } } // Starts a campaign cutscene private function StartCampaignCutscene(string map, string scene) { local string cutsceneCommand; local int found; cutsceneCommand = map$"?playmojo="$scene; // convert spaces to %20 found = InStr(cutsceneCommand, " "); while (found != -1) { cutsceneCommand = Left(cutsceneCommand, found) $ "%20" $ Mid(cutsceneCommand, found + 1); found = InStr(cutsceneCommand, " "); } // just play the cutscene if the cutscene map is already loaded if (GuiConfig.LastCutscene == map) { ConsoleCommand("cutscene \""$scene$"\""); } else { GuiConfig.LastCutscene = map; OpenMenu("TribesGui.TribesMissionLoadingMenu", "TribesMissionLoadingMenu"); if (GuiConfig.bTravelMission) { cutsceneCommand = "servertravelwithitems"@cutsceneCommand; } else { cutsceneCommand = "open"@cutsceneCommand; } ConsoleCommand(cutsceneCommand); } } // Starts the game at the first defined campaign mission. Returns false if no campaign missions are defined. function bool StartNewCampaign(int difficulty) { return StartNewCampaignAt(0, difficulty); } function bool StartNewCampaignAt(int missionIdx, int difficulty) { GuiConfig.LastCutscene = ""; GuiConfig.CurrentCampaign = new(Outer, "Default") class'CampaignInfo'; GuiConfig.CurrentCampaign.selectedDifficulty = difficulty; return PlayCampaignMission(missionIdx); } // Advances to the next campaign mission and starts the game, playing cutscenes if required. // Returns false and exits to main menu if no more missions are available. function bool NextCampaignMission() { if (!PlayCampaignMission(GuiConfig.CurrentCampaign.progressIdx + 1)) { LOG("Campaign finished"); LoadLevel( "?entry" ); OpenMenu(class'GameEngine'.default.MainMenuClass); OpenMenu("TribesGUI.TribesCreditsMenu"); return false; } return true; } // Starts the campaign at the given mission index, playing the start cutscene if given. // Returns false if the mission is not defined for the index. function bool PlayCampaignMission(int idx) { local CampaignInfo.MissionInfo mission; GuiConfig.CurrentMission = ""; if (GuiConfig.CurrentCampaign == None) { LOG("No campaign available"); return false; } if (idx >= GuiConfig.CurrentCampaign.missions.Length) { LOG("Campaign mission index out of range ("$idx$")"); return false; } GuiConfig.CurrentCampaign.progressIdx = idx; if (GuiConfig.CurrentCampaign.highestProgressIdx < idx) GuiConfig.CurrentCampaign.highestProgressIdx = idx; mission = GuiConfig.CurrentCampaign.missions[idx]; GuiConfig.CurrentMission = mission.mapName; if (GuiConfig.CurrentMission == "") return false; // persistant health and items if (idx - 1 >= 0) GuiConfig.bTravelMission = GuiConfig.CurrentCampaign.missions[idx - 1].bPersist; else GuiConfig.bTravelMission = false; if (mission.startCutsceneMap != "") { GuiConfig.TribesGameState = GAMESTATE_CutsceneMissionStart; StartCampaignCutscene(mission.startCutsceneMap, mission.startCutsceneName); } else { GameStart(); } return true; } // To be called at the completion of a campaign mission: plays the mission end cutscene if given // and starts the next campaign mission if available. function bool FinishCampaignMission() { local int idx; local CampaignInfo.MissionInfo mission; if (GuiConfig.CurrentCampaign == None) { LOG("No campaign available"); return false; } idx = GuiConfig.CurrentCampaign.progressIdx; if (idx >= GuiConfig.CurrentCampaign.missions.Length) return false; mission = GuiConfig.CurrentCampaign.missions[idx]; if (mission.endCutsceneMap != "") { GuiConfig.TribesGameState = GAMESTATE_CutsceneMissionEnd; StartCampaignCutscene(mission.endCutsceneMap, mission.endCutsceneName); } else { NextCampaignMission(); } return true; } event OnMojoFinished() { if (GuiConfig.TribesGameState == GAMESTATE_CutsceneMissionStart) { // start mission cutscene finished, load mission if (GuiConfig.CurrentMission != "") { GuiConfig.LastCutscene = ""; GameStart(); } } else if (GuiConfig.TribesGameState == GAMESTATE_CutsceneMissionEnd) { // end mission cutscene finished NextCampaignMission(); } } function GameStart() { local string extraParams; //start of game hook GuiConfig.TribesGameState = GAMESTATE_LevelLoading; extraParams = extraParams $ GuiConfig.MPHostURL; Log("GAMESTART: "$GuiConfig.CurrentMission $ extraParams); if (GuiConfig.bTravelMission) ConsoleCommand("servertravelwithitems"@GuiConfig.CurrentMission$extraParams); else if (GuiConfig.bDedicated) ConsoleCommand( "RELAUNCH " $ GuiConfig.CurrentMission $ extraParams $ " -server -log=Server.log "); else LoadLevel(GuiConfig.CurrentMission $ extraParams); GuiConfig.MPHostURL = ""; // reset last cutscene -- next map loaded will be next cutscene file GuiConfig.LastCutscene = ""; } function GameOver() { //end of game hook GuiConfig.TribesGameState = GAMESTATE_EntryLoading; LoadLevel( "?entry" ); } function GameResume() { //resume game hook } function LoadLevel( string URL ) { ConsoleCommand( "open"@URL ); } function int GetGameSpyProfileId(); function int GetGameSpyTeamId(); function bool UseGameSpyTeamAffiliation(); function String GetGameSpyPassword(); |
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