//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "CreateMultiplayerGameDialog.h" #include "CreateMultiplayerGameServerPage.h" #include "CreateMultiplayerGameGameplayPage.h" #include "CreateMultiplayerGameBotPage.h" #include "EngineInterface.h" #include "ModInfo.h" #include "GameUI_Interface.h" #include using namespace vgui; #include #include "FileSystem.h" #include // memdbgon must be the last include file in a .cpp file!!! #include //----------------------------------------------------------------------------- // Purpose: Constructor //----------------------------------------------------------------------------- CCreateMultiplayerGameDialog::CCreateMultiplayerGameDialog(vgui::Panel *parent) : PropertyDialog(parent, "CreateMultiplayerGameDialog") { m_bBotsEnabled = false; SetDeleteSelfOnClose(true); SetSize(348, 460); SetTitle("#GameUI_CreateServer", true); SetOKButtonText("#GameUI_Start"); if (!stricmp( ModInfo().GetGameName(), "Counter-Strike Source" )) { m_bBotsEnabled = true; } m_pServerPage = new CCreateMultiplayerGameServerPage(this, "ServerPage"); m_pGameplayPage = new CCreateMultiplayerGameGameplayPage(this, "GameplayPage"); m_pBotPage = NULL; AddPage(m_pServerPage, "#GameUI_Server"); AddPage(m_pGameplayPage, "#GameUI_Game"); // create KeyValues object to load/save config options m_pSavedData = new KeyValues( "ServerConfig" ); // load the config data if (m_pSavedData) { m_pSavedData->LoadFromFile( g_pFullFileSystem, "ServerConfig.vdf", "GAME" ); // this is game-specific data, so it should live in GAME, not CONFIG const char *startMap = m_pSavedData->GetString("map", ""); if (startMap[0]) { m_pServerPage->SetMap(startMap); } } if ( m_bBotsEnabled ) { // add a page of advanced bot controls // NOTE: These controls will use the bot keys to initialize their values m_pBotPage = new CCreateMultiplayerGameBotPage( this, "BotPage", m_pSavedData ); AddPage( m_pBotPage, "#GameUI_CPUPlayerOptions" ); m_pServerPage->EnableBots( m_pSavedData ); } } //----------------------------------------------------------------------------- // Purpose: Destructor //----------------------------------------------------------------------------- CCreateMultiplayerGameDialog::~CCreateMultiplayerGameDialog() { if (m_pSavedData) { m_pSavedData->deleteThis(); m_pSavedData = NULL; } } //----------------------------------------------------------------------------- // Purpose: runs the server when the OK button is pressed //----------------------------------------------------------------------------- bool CCreateMultiplayerGameDialog::OnOK(bool applyOnly) { // reset server enforced cvars g_pCVar->RevertFlaggedConVars( FCVAR_REPLICATED ); // Cheats were disabled; revert all cheat cvars to their default values. // This must be done heading into multiplayer games because people can play // demos etc and set cheat cvars with sv_cheats 0. g_pCVar->RevertFlaggedConVars( FCVAR_CHEAT ); DevMsg( "FCVAR_CHEAT cvars reverted to defaults.\n" ); BaseClass::OnOK(applyOnly); // get these values from m_pServerPage and store them temporarily char szMapName[64], szHostName[64], szPassword[64]; Q_strncpy(szMapName, m_pServerPage->GetMapName(), sizeof( szMapName )); Q_strncpy(szHostName, m_pGameplayPage->GetHostName(), sizeof( szHostName )); Q_strncpy(szPassword, m_pGameplayPage->GetPassword(), sizeof( szPassword )); // save the config data if (m_pSavedData) { if (m_pServerPage->IsRandomMapSelected()) { // it's set to random map, just save an m_pSavedData->SetString("map", ""); } else { m_pSavedData->SetString("map", szMapName); } // save config to a file m_pSavedData->SaveToFile( g_pFullFileSystem, "ServerConfig.vdf", "GAME" ); } char szMapCommand[1024]; // create the command to execute Q_snprintf(szMapCommand, sizeof( szMapCommand ), "disconnect\nwait\nwait\nsv_lan 1\nsetmaster enable\nmaxplayers %i\nsv_password \"%s\"\nhostname \"%s\"\nprogress_enable\nmap %s\n", m_pGameplayPage->GetMaxPlayers(), szPassword, szHostName, szMapName ); // exec engine->ClientCmd_Unrestricted(szMapCommand); return true; }