The room told you who was in it and nothing about what you were about to fly into. Only the owner's menu decides the mission, so nobody else could see the track or the conditions until the race had already started. The owner now publishes its picks as lobby data (track, time of day, weather, game length) and the room draws them under the title: the track on its own line, the conditions under it. Published as display names rather than catalog keys, because the map list differs between race and football and resolving it at the source saves the room from knowing which table a key came from. Football also names the VTV now. The team sheet was team and position only, but the vehicle still decides how someone plays the position, and it was already travelling as member data, just never drawn. Both roster rows now run keys back through the catalogs, so nobody reads bttlbrg where Battle Barge belongs, and the rows widened from the middle half to two thirds to carry three fields. The setup lines are only taken if they fit. Buttons are laid out upward from the bottom edge while the roster runs down from the top, so on a short window the two extra lines would have pushed the roster into MY TEAM. The room measures the gap first and takes two lines, one, or none. Checked against every window size from 3440x1440 down to 640x400 in both scenarios. Verified live on a hosted lobby. Race shows the track, the conditions line, and Battle Barge / Red. Football shows the same setup with Battle Barge, Blue / Aqua, Crusher, tracking the MY TEAM and MY POSITION buttons as they cycle. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
143 lines
4.7 KiB
C
143 lines
4.7 KiB
C
#pragma once
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#include "..\munga\style.h"
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//########################################################################
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//############################ RPL4 Front End ############################
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//########################################################################
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//
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// The in-game race setup: shown when the game starts with no egg, no
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// network, and no mission-review mode. Presents the Death Race catalog
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// (track / vehicle / color / badge / time / weather / length + pilot
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// name), builds the mission egg locally - the same NotationFile text
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// TeslaConsole generated, including the pre-rendered plasma name
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// bitmaps - and hands its path back for the standard egg-load path.
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//
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// Returns True with egg_path_out filled when the player launches;
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// False if they close the window instead.
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//
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Logical
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RPL4FrontEnd_Run(
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HINSTANCE instance,
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HWND main_window,
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char *egg_path_out,
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int egg_path_size
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);
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// The race length (seconds; 0 = endless) selected at the last
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// successful launch - the local console marshals the mission with it.
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int
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RPL4FrontEnd_LastMissionSeconds();
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// [pilots]-order pilot names of the last launched race (owner first),
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// comma separated - labels for the network console's results intake.
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const char *
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RPL4FrontEnd_LastPilotNames();
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// How the last Run() ended: a plain race, hosting a network race (the
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// console marshals the other pods), or entering one as a member pod
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// (the lobby owner's console marshals us; no local egg, no console).
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enum FELaunchMode
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{
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FELaunchSingle = 0,
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FELaunchHost,
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FELaunchMember
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};
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int
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RPL4FrontEnd_LastLaunchMode();
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// The player's persisted loadout (lobby member data). Buffers: 24/16/24.
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void
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RPL4FrontEnd_GetLoadout(char *vehicle, char *color, char *badge);
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//---------------------------------------------------------------
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// This player's mission setup as display names. Only the host's
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// picks decide the mission, so the lobby owner publishes these for
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// everyone else to read - names rather than keys, because the map
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// catalog differs between race and football and resolving it here
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// saves the room from knowing which table a key belongs to.
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//---------------------------------------------------------------
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const char *
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RPL4FrontEnd_SelectedMapName();
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const char *
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RPL4FrontEnd_SelectedTimeName();
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const char *
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RPL4FrontEnd_SelectedWeatherName();
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const char *
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RPL4FrontEnd_SelectedLengthName();
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//---------------------------------------------------------------
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// Catalog key -> display name, for the keys that travel as lobby
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// member data. Unknown keys come back unchanged rather than blank.
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//---------------------------------------------------------------
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const char *
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RPL4FrontEnd_VehicleNameForKey(const char *key);
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const char *
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RPL4FrontEnd_PositionNameForKey(const char *key);
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const char *
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RPL4FrontEnd_TeamNameForKey(const char *key);
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//---------------------------------------------------------------
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// Football team / position: the catalogs, and this player's picks.
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// The lobby publishes the picks as member data and lets members
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// cycle them in the room; the host's egg builder honors them.
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//---------------------------------------------------------------
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int
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RPL4FrontEnd_TeamCount();
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const char *
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RPL4FrontEnd_TeamName(int index);
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const char *
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RPL4FrontEnd_TeamKey(int index);
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int
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RPL4FrontEnd_PositionCount();
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const char *
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RPL4FrontEnd_PositionName(int index);
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const char *
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RPL4FrontEnd_PositionKey(int index);
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int
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RPL4FrontEnd_GetTeamIndex();
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void
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RPL4FrontEnd_SetTeamIndex(int index);
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int
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RPL4FrontEnd_GetPositionIndex();
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void
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RPL4FrontEnd_SetPositionIndex(int index);
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// True when this player's setup menu has Football selected (the host's
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// pick decides the mission; members use it to know what to show).
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Logical
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RPL4FrontEnd_IsFootballSelected();
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// Hosted-race pilots fed by the Steam lobby: overrides the
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// RP412HOSTPODS parsing with real personas and loadouts. owner_address
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// is this pod's mesh IP (the FakeIP); count 0 clears the override.
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struct FEHostedPilot
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{
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char address[64]; // mesh (game port) address for [pilots]
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char name[32];
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char vehicle[24];
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char color[16];
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char badge[24];
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// football: the member's own picks, empty = assign one for them
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char team[32]; // team key ("Red/Pink", ...)
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char position[16]; // "runner" / "crusher" / "blocker"
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};
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void
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RPL4FrontEnd_SetHostedPilots(
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const char *owner_address,
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const FEHostedPilot *pilots,
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int count
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);
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// The between-races results screen: shows the last mission's final
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// scores (from the local console) with a CONTINUE button. Returns
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// immediately when there are no results (first boot). False only if
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// the player closed the window instead of continuing.
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Logical
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RPL4FrontEnd_ShowResults(
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HINSTANCE instance,
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HWND main_window
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);
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