Counter Strike : Global Offensive Source Code
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//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "createmultiplayergameserverpage.h"
using namespace vgui;
#include <keyvalues.h>
#include <vgui_controls/ComboBox.h>
#include <vgui_controls/RadioButton.h>
#include <vgui_controls/CheckButton.h>
#include "filesystem.h"
#include "tier1/convar.h"
#include "engineinterface.h"
#include "cvartogglecheckbutton.h"
#include "modinfo.h"
// for SRC
#include <vstdlib/random.h>
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
#define RANDOM_MAP "#GameUI_RandomMap"
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CCreateMultiplayerGameServerPage::CCreateMultiplayerGameServerPage(vgui::Panel *parent, const char *name) : PropertyPage(parent, name)
{
m_pSavedData = NULL;
// we can use this if we decide we want to put "listen server" at the end of the game name
m_pMapList = new ComboBox(this, "MapList", 12, false);
m_pEnableBotsCheck = new CheckButton( this, "EnableBotsCheck", "" );
m_pEnableBotsCheck->SetVisible( false );
m_pEnableBotsCheck->SetEnabled( false );
LoadControlSettings("Resource/CreateMultiplayerGameServerPage.res");
LoadMapList();
m_szMapName[0] = 0;
// initialize hostname
SetControlString("ServerNameEdit", ModInfo().GetGameName());//szHostName);
// initialize password
// SetControlString("PasswordEdit", engine->pfnGetCvarString("sv_password"));
ConVarRef var( "sv_password" );
if ( var.IsValid() )
{
SetControlString("PasswordEdit", var.GetString() );
}
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CCreateMultiplayerGameServerPage::~CCreateMultiplayerGameServerPage()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCreateMultiplayerGameServerPage::EnableBots( KeyValues *data )
{
m_pSavedData = data;
int quota = data->GetInt( "bot_quota", 0 );
SetControlInt( "BotQuotaCombo", quota );
m_pEnableBotsCheck->SetSelected( (quota > 0) );
int difficulty = data->GetInt( "bot_difficulty", 0 );
difficulty = MAX( difficulty, 0 );
difficulty = MIN( 3, difficulty );
char buttonName[64];
Q_snprintf( buttonName, sizeof( buttonName ), "SkillLevel%d", difficulty );
vgui::RadioButton *button = dynamic_cast< vgui::RadioButton * >(FindChildByName( buttonName ));
if ( button )
{
button->SetSelected( true );
}
}
//-----------------------------------------------------------------------------
// Purpose: called to get the info from the dialog
//-----------------------------------------------------------------------------
void CCreateMultiplayerGameServerPage::OnApplyChanges()
{
KeyValues *kv = m_pMapList->GetActiveItemUserData();
Q_strncpy(m_szMapName, kv->GetString("mapname", ""), DATA_STR_LENGTH);
if ( m_pSavedData )
{
int quota = GetControlInt( "BotQuotaCombo", 0 );
if ( !m_pEnableBotsCheck->IsSelected() )
{
quota = 0;
}
m_pSavedData->SetInt( "bot_quota", quota );
ConVarRef bot_quota( "bot_quota" );
bot_quota.SetValue( quota );
int difficulty = 0;
for ( int i=0; i<4; ++i )
{
char buttonName[64];
Q_snprintf( buttonName, sizeof( buttonName ), "SkillLevel%d", i );
vgui::RadioButton *button = dynamic_cast< vgui::RadioButton * >(FindChildByName( buttonName ));
if ( button )
{
if ( button->IsSelected() )
{
difficulty = i;
break;
}
}
}
m_pSavedData->SetInt( "bot_difficulty", difficulty );
ConVarRef bot_difficulty( "bot_difficulty" );
bot_difficulty.SetValue( difficulty );
}
}
//-----------------------------------------------------------------------------
// Purpose: loads the list of available maps into the map list
//-----------------------------------------------------------------------------
void CCreateMultiplayerGameServerPage::LoadMaps( const char *pszPathID )
{
FileFindHandle_t findHandle = NULL;
KeyValues *hiddenMaps = ModInfo().GetHiddenMaps();
const char *pszFilename = g_pFullFileSystem->FindFirst( "maps/*.bsp", &findHandle );
while ( pszFilename )
{
char mapname[256];
// FindFirst ignores the pszPathID, so check it here
// TODO: this doesn't find maps in fallback dirs
Q_snprintf( mapname, sizeof(mapname), "maps/%s", pszFilename );
if ( !g_pFullFileSystem->FileExists( mapname, pszPathID ) )
{
goto nextFile;
}
// remove the text 'maps/' and '.bsp' from the file name to get the map name
{
const char *str = Q_strstr( pszFilename, "maps" );
if ( str )
{
Q_strncpy( mapname, str + 5, sizeof(mapname) - 1 ); // maps + \\ = 5
}
else
{
Q_strncpy( mapname, pszFilename, sizeof(mapname) - 1 );
}
char *ext = Q_strstr( mapname, ".bsp" );
if ( ext )
{
*ext = 0;
}
}
//!! hack: strip out single player HL maps
// this needs to be specified in a seperate file
if ( !stricmp( ModInfo().GetGameName(), "Half-Life" ) && ( mapname[0] == 'c' || mapname[0] == 't') && mapname[2] == 'a' && mapname[1] >= '0' && mapname[1] <= '5' )
{
goto nextFile;
}
// strip out maps that shouldn't be displayed
if ( hiddenMaps )
{
if ( hiddenMaps->GetInt( mapname, 0 ) )
{
goto nextFile;
}
}
// add to the map list
m_pMapList->AddItem( mapname, new KeyValues( "data", "mapname", mapname ) );
// get the next file
nextFile:
pszFilename = g_pFullFileSystem->FindNext( findHandle );
}
g_pFullFileSystem->FindClose( findHandle );
}
//-----------------------------------------------------------------------------
// Purpose: loads the list of available maps into the map list
//-----------------------------------------------------------------------------
void CCreateMultiplayerGameServerPage::LoadMapList()
{
// clear the current list (if any)
m_pMapList->DeleteAllItems();
// add special "name" to represent loading a randomly selected map
m_pMapList->AddItem( RANDOM_MAP, new KeyValues( "data", "mapname", RANDOM_MAP ) );
// iterate the filesystem getting the list of all the files
// UNDONE: steam wants this done in a special way, need to support that
const char *pathID = "MOD";
if ( !stricmp(ModInfo().GetGameName(), "Half-Life" ) )
{
pathID = NULL; // hl is the base dir
}
// Load the GameDir maps
LoadMaps( pathID );
// If we're not the Valve directory and we're using a "fallback_dir" in gameinfo.txt then include those maps...
// (pathID is NULL if we're "Half-Life")
const char *pszFallback = ModInfo().GetFallbackDir();
if ( pathID && pszFallback[0] )
{
LoadMaps( "GAME_FALLBACK" );
}
// set the first item to be selected
m_pMapList->ActivateItem( 0 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CCreateMultiplayerGameServerPage::IsRandomMapSelected()
{
const char *mapname = m_pMapList->GetActiveItemUserData()->GetString("mapname");
if (!stricmp( mapname, RANDOM_MAP ))
{
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CCreateMultiplayerGameServerPage::GetMapName()
{
int count = m_pMapList->GetItemCount();
// if there is only one entry it's the special "select random map" entry
if( count <= 1 )
return NULL;
const char *mapname = m_pMapList->GetActiveItemUserData()->GetString("mapname");
if (!strcmp( mapname, RANDOM_MAP ))
{
int which = RandomInt( 1, count - 1 );
mapname = m_pMapList->GetItemUserData( which )->GetString("mapname");
}
return mapname;
}
//-----------------------------------------------------------------------------
// Purpose: Sets currently selected map in the map combobox
//-----------------------------------------------------------------------------
void CCreateMultiplayerGameServerPage::SetMap(const char *mapName)
{
for (int i = 0; i < m_pMapList->GetItemCount(); i++)
{
if (!m_pMapList->IsItemIDValid(i))
continue;
if (!stricmp(m_pMapList->GetItemUserData(i)->GetString("mapname"), mapName))
{
m_pMapList->ActivateItem(i);
break;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCreateMultiplayerGameServerPage::OnCheckButtonChecked()
{
SetControlEnabled("SkillLevel0", m_pEnableBotsCheck->IsSelected());
SetControlEnabled("SkillLevel1", m_pEnableBotsCheck->IsSelected());
SetControlEnabled("SkillLevel2", m_pEnableBotsCheck->IsSelected());
SetControlEnabled("SkillLevel3", m_pEnableBotsCheck->IsSelected());
SetControlEnabled("BotQuotaCombo", m_pEnableBotsCheck->IsSelected());
SetControlEnabled("BotQuotaLabel", m_pEnableBotsCheck->IsSelected());
SetControlEnabled("BotDifficultyLabel", m_pEnableBotsCheck->IsSelected());
}