raze/source/core/menu/playermenu.cpp

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/*
** playermenu.cpp
** The player setup menu's setters. These are native for security purposes.
**
**---------------------------------------------------------------------------
** Copyright 2001-2010 Randy Heit
** Copyright 2010 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "menu.h"
#include "c_dispatch.h"
#include "vm.h"
EXTERN_CVAR(Int, team)
EXTERN_CVAR(Float, autoaim)
EXTERN_CVAR(Bool, neverswitchonpickup)
EXTERN_CVAR(Bool, cl_run)
//=============================================================================
//
//
//
//=============================================================================
#if 0
DEFINE_ACTION_FUNCTION(DPlayerMenu, ColorChanged)
{
PARAM_PROLOGUE;
PARAM_INT(r);
PARAM_INT(g);
PARAM_INT(b);
// only allow if the menu is active to prevent abuse.
if (DMenu::InMenu)
{
char command[24];
players[consoleplayer].userinfo.ColorChanged(MAKERGB(r, g, b));
mysnprintf(command, countof(command), "color \"%02x %02x %02x\"", r, g, b);
C_DoCommand(command);
}
return 0;
}
#endif
//=============================================================================
//
// access to the player config is done natively, so that broader access
// functions do not need to be exported.
//
//=============================================================================
DEFINE_ACTION_FUNCTION(DPlayerMenu, PlayerNameChanged)
{
#if 0
PARAM_PROLOGUE;
PARAM_STRING(s);
const char *pp = s;
FString command("name \"");
if (DMenu::InMenu)
{
// Escape any backslashes or quotation marks before sending the name to the console.
for (auto p = pp; *p != '\0'; ++p)
{
if (*p == '"' || *p == '\\')
{
command << '\\';
}
command << *p;
}
command << '"';
C_DoCommand(command);
}
#endif
return 0;
}
//=============================================================================
//
//
//
//=============================================================================
#if 0
DEFINE_ACTION_FUNCTION(DPlayerMenu, ColorSetChanged)
{
PARAM_PROLOGUE;
PARAM_INT(sel);
if (DMenu::InMenu)
{
players[consoleplayer].userinfo.ColorSetChanged(sel);
char command[24];
mysnprintf(command, countof(command), "colorset %d", sel);
C_DoCommand(command);
}
return 0;
}
#endif
//=============================================================================
//
//
//
//=============================================================================
#if 0
DEFINE_ACTION_FUNCTION(DPlayerMenu, ClassChanged)
{
PARAM_PROLOGUE;
PARAM_INT(sel);
PARAM_POINTER(cls, FPlayerClass);
if (DMenu::InMenu)
{
const char *pclass = sel == -1 ? "Random" : GetPrintableDisplayName(cls->Type).GetChars();
players[consoleplayer].userinfo.PlayerClassChanged(pclass);
cvar_set("playerclass", pclass);
}
return 0;
}
#endif
//=============================================================================
//
//
//
//=============================================================================
#if 0
DEFINE_ACTION_FUNCTION(DPlayerMenu, SkinChanged)
{
PARAM_PROLOGUE;
PARAM_INT(sel);
if (DMenu::InMenu)
{
players[consoleplayer].userinfo.SkinNumChanged(sel);
cvar_set("skin", Skins[sel].Name);
}
return 0;
}
#endif
//=============================================================================
//
//
//
//=============================================================================
#if 0
DEFINE_ACTION_FUNCTION(DPlayerMenu, AutoaimChanged)
{
PARAM_PROLOGUE;
PARAM_FLOAT(val);
// only allow if the menu is active to prevent abuse.
if (DMenu::InMenu)
{
autoaim = float(val);
}
return 0;
}
#endif
//=============================================================================
//
//
//
//=============================================================================
#if 0
DEFINE_ACTION_FUNCTION(DPlayerMenu, TeamChanged)
{
PARAM_PROLOGUE;
PARAM_INT(val);
// only allow if the menu is active to prevent abuse.
if (DMenu::InMenu)
{
team = val == 0 ? TEAM_NONE : val - 1;
}
return 0;
}
#endif
//=============================================================================
//
//
//
//=============================================================================
DEFINE_ACTION_FUNCTION(DPlayerMenu, GenderChanged)
{
PARAM_PROLOGUE;
PARAM_INT(v);
// only allow if the menu is active to prevent abuse.
if (DMenu::InMenu)
{
switch(v)
{
case 0: cvar_set("gender", "male"); break;
case 1: cvar_set("gender", "female"); break;
case 2: cvar_set("gender", "neutral"); break;
case 3: cvar_set("gender", "other"); break;
}
}
return 0;
}
//=============================================================================
//
//
//
//=============================================================================
#if 0
DEFINE_ACTION_FUNCTION(DPlayerMenu, SwitchOnPickupChanged)
{
PARAM_PROLOGUE;
PARAM_INT(v);
// only allow if the menu is active to prevent abuse.
if (DMenu::InMenu)
{
neverswitchonpickup = !!v;
}
return 0;
}
#endif
//=============================================================================
//
//
//
//=============================================================================
#if 0
DEFINE_ACTION_FUNCTION(DPlayerMenu, AlwaysRunChanged)
{
PARAM_PROLOGUE;
PARAM_INT(v);
// only allow if the menu is active to prevent abuse.
if (DMenu::InMenu)
{
cl_run = !!v;
}
return 0;
}
#endif