/* ** 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. // //============================================================================= #if 0 DEFINE_ACTION_FUNCTION(DPlayerMenu, PlayerNameChanged) { 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); } return 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 //============================================================================= // // // //============================================================================= #if 0 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; } #endif //============================================================================= // // // //============================================================================= #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