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# Gameplay.TribesGUIControllerBase

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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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Class file time: čt 7.10.2004 10:30:36.000 - Creation time: st 23.5.2018 00:10:48.271 - Created with UnCodeX