Pause: Player setup

This commit is contained in:
SinnamonLat 2021-11-19 22:08:17 +01:00
parent a64f97da7b
commit 685868edf5
3 changed files with 118 additions and 10 deletions

View file

@ -5415,7 +5415,7 @@ static void Followercolor4_OnChange(void)
}
}
/** Sends a skin change for the console player, unless that player is moving.
/** Sends a skin change for the console player, unless that player is moving. Also forces them to spectate if the change is done during gameplay
* \sa cv_skin, Skin2_OnChange, Color_OnChange
* \author Graue <graue@oceanbase.org>
*/
@ -5432,7 +5432,23 @@ static void Skin_OnChange(void)
}
if (CanChangeSkin(consoleplayer) && !P_PlayerMoving(consoleplayer))
{
UINT8 i;
SendNameAndColor(0);
// check to see if there's anyone else at all
// even if we're playing splitscreen, if it ain't free play it spectates us if it can.
if (G_GametypeHasSpectators() && !players[consoleplayer].spectator) // Make sure we CAN spectate.
{
for (i = 0; i < MAXPLAYERS; i++)
{
if (i == consoleplayer)
continue;
if (playeringame[i] && !players[i].spectator && gamestate == GS_LEVEL)
COM_ImmedExecute("changeteam spectator");
}
}
}
else
{
CONS_Alert(CONS_NOTICE, M_GetText("You can't change your skin at the moment.\n"));
@ -5441,7 +5457,7 @@ static void Skin_OnChange(void)
}
/** Sends a skin change for the secondary splitscreen player, unless that
* player is moving.
* player is moving. Forces spectate the player if the change is done during gameplay.
* \sa cv_skin2, Skin_OnChange, Color2_OnChange
* \author Graue <graue@oceanbase.org>
*/
@ -5451,7 +5467,12 @@ static void Skin2_OnChange(void)
return; // do whatever you want
if (CanChangeSkin(g_localplayers[1]) && !P_PlayerMoving(g_localplayers[1]))
{
SendNameAndColor(1);
// With how we handle splitscreen, only check for gamestate here.
if (gamestate == GS_LEVEL && G_GametypeHasSpectators() && !players[g_localplayers[1]].spectator)
COM_ImmedExecute("changeteam2 spectator");
}
else
{
CONS_Alert(CONS_NOTICE, M_GetText("You can't change your skin at the moment.\n"));
@ -5465,7 +5486,11 @@ static void Skin3_OnChange(void)
return; // do whatever you want
if (CanChangeSkin(g_localplayers[2]) && !P_PlayerMoving(g_localplayers[2]))
{
SendNameAndColor(2);
if (gamestate == GS_LEVEL && G_GametypeHasSpectators() && !players[g_localplayers[2]].spectator)
COM_ImmedExecute("changeteam3 spectator");
}
else
{
CONS_Alert(CONS_NOTICE, M_GetText("You can't change your skin at the moment.\n"));
@ -5479,7 +5504,11 @@ static void Skin4_OnChange(void)
return; // do whatever you want
if (CanChangeSkin(g_localplayers[3]) && !P_PlayerMoving(g_localplayers[3]))
{
SendNameAndColor(3);
if (gamestate == GS_LEVEL && G_GametypeHasSpectators() && !players[g_localplayers[3]].spectator)
COM_ImmedExecute("changeteam4 spectator");
}
else
{
CONS_Alert(CONS_NOTICE, M_GetText("You can't change your skin at the moment.\n"));

View file

@ -329,7 +329,7 @@ menuitem_t PAUSE_Main[] =
NULL, NULL, 0, 0},
{IT_STRING | IT_CALL, "PLAYER SETUP", "M_ICOCHR",
NULL, NULL, 0, 0},
NULL, M_CharacterSelectInit, 0, 0},
{IT_STRING | IT_CALL, "OPTIONS", "M_ICOOPT",
NULL, NULL, 0, 0},

View file

@ -1870,6 +1870,8 @@ void M_QuitSRB2(INT32 choice)
// =========
// Character Select!
// @TODO: Splitscreen handling when profiles are added into the game. ...I probably won't be the one to handle this however. -Lat'
struct setup_chargrid_s setup_chargrid[9][9];
setup_player_t setup_player[MAXSPLITSCREENPLAYERS];
struct setup_explosions_s setup_explosions[48];
@ -1921,6 +1923,7 @@ void M_CharacterSelectInit(INT32 choice)
}
}
PLAY_CharSelectDef.prevMenu = currentMenu;
M_SetupNextMenu(&PLAY_CharSelectDef, false);
}
@ -2172,6 +2175,48 @@ void M_CharacterSelectHandler(INT32 choice)
}
}
// Apply character skin and colour changes while ingame (we just call the skin / color commands.)
// ...Will this cause command buffer issues? -Lat'
static void M_MPConfirmCharacterSelection(void)
{
UINT8 i;
INT16 col;
char colstr[8];
char commandnames[][2][MAXSTRINGLENGTH] = { {"skin ", "color "}, {"skin2 ", "color2 "}, {"skin3 ", "color3 "}, {"skin4 ", "color4 "}};
// ^ laziness 100 (we append a space directly so that we don't have to do it later too!!!!)
for (i = 0; i < MAXSPLITSCREENPLAYERS; i++)
{
char cmd[MAXSTRINGLENGTH];
// skin
strcpy(cmd, commandnames[i][0]);
strcat(cmd, skins[setup_player[i].skin].name);
COM_ImmedExecute(cmd);
// colour
// (convert the number that's saved to a string we can use)
col = setup_player[i].color;
itoa(col, colstr, 10);
strcpy(cmd, commandnames[i][1]);
strcat(cmd, colstr);
COM_ImmedExecute(cmd);
}
M_ClearMenus(true);
}
static void M_MPConfirmCharacterResponse(INT32 ch)
{
if (ch == 'y' || ch == KEY_ENTER)
M_MPConfirmCharacterSelection();
M_ClearMenus(true);
}
void M_CharacterSelectTick(void)
{
UINT8 i;
@ -2207,14 +2252,48 @@ void M_CharacterSelectTick(void)
if (setupnext)
{
for (i = 0; i < setup_numplayers; i++)
{
CV_StealthSet(&cv_skin[i], skins[setup_player[i].skin].name);
CV_StealthSetValue(&cv_playercolor[i], setup_player[i].color);
}
CV_StealthSetValue(&cv_splitplayers, setup_numplayers);
M_SetupNextMenu(&PLAY_MainDef, false);
// Selecting from the menu
if (gamestate == GS_MENU)
{
for (i = 0; i < setup_numplayers; i++)
{
CV_StealthSet(&cv_skin[i], skins[setup_player[i].skin].name);
CV_StealthSetValue(&cv_playercolor[i], setup_player[i].color);
}
CV_StealthSetValue(&cv_splitplayers, setup_numplayers);
M_SetupNextMenu(&PLAY_MainDef, false);
}
else // In a game
{
// In the midst of a game,
// 1: warn players that confirming will force-spectate them until next round
// ^ This doesn't apply in FREEPLAY
// 2: Call the "skin" and "color" commands for all local players.
// This command will force change team to spectate under the proper circumstances. (see d_clisrv.c)
UINT8 j;
// check to see if there's anyone else at all
if (G_GametypeHasSpectators()) // Make sure we CAN spectate.
{
for (j = 0; j < MAXPLAYERS; j++)
{
if (j == displayplayers[0])
continue;
if (playeringame[j] && !players[consoleplayer].spectator)
{
// Warn the player!
M_StartMessage(M_GetText("Any player who has changed skin will\nautomatically spectate. Proceed?\n(Press 'Y' to confirm)\n"), M_MPConfirmCharacterResponse, MM_YESNO);
return;
}
}
}
// If we made it here then we're in freeplay or something and we can switch for free!
M_MPConfirmCharacterSelection();
}
}
}