doom3-bfg/neo/framework/Common_menu.cpp

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2012-11-26 18:58:24 +00:00
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "../idlib/precompiled.h"
#pragma hdrstop
#include "Common_local.h"
/*
==============
idCommonLocal::InitializeMPMapsModes
==============
*/
void idCommonLocal::InitializeMPMapsModes() {
const char ** gameModes = NULL;
const char ** gameModesDisplay = NULL;
int numModes = game->GetMPGameModes( &gameModes, &gameModesDisplay );
mpGameModes.SetNum( numModes );
for ( int i = 0; i < numModes; i++ ) {
mpGameModes[i] = gameModes[i];
}
mpDisplayGameModes.SetNum( numModes );
for ( int i = 0; i < numModes; i++ ) {
mpDisplayGameModes[i] = gameModesDisplay[i];
}
int numMaps = declManager->GetNumDecls( DECL_MAPDEF );
mpGameMaps.Clear();
for ( int i = 0; i < numMaps; i++ ) {
const idDeclEntityDef * mapDef = static_cast<const idDeclEntityDef *>( declManager->DeclByIndex( DECL_MAPDEF, i ) );
uint32 supportedModes = 0;
for ( int j = 0; j < numModes; j++ ) {
if ( mapDef->dict.GetBool( gameModes[j], false ) ) {
supportedModes |= BIT(j);
}
}
if ( supportedModes != 0 ) {
mpMap_t & mpMap = mpGameMaps.Alloc();
mpMap.mapFile = mapDef->GetName();
mpMap.mapName = mapDef->dict.GetString( "name", mpMap.mapFile );
mpMap.supportedModes = supportedModes;
}
}
}
/*
==============
idCommonLocal::OnStartHosting
==============
*/
void idCommonLocal::OnStartHosting( idMatchParameters & parms ) {
if ( ( parms.matchFlags & MATCH_REQUIRE_PARTY_LOBBY ) == 0 ) {
return; // This is the party lobby or a SP match
}
// If we were searching for a random match but didn't find one, we'll need to select parameters now
if ( parms.gameMap < 0 ) {
if ( parms.gameMode < 0 ) {
// Random mode means any map will do
parms.gameMap = idLib::frameNumber % mpGameMaps.Num();
} else {
// Select a map which supports the chosen mode
idList<int> supportedMaps;
uint32 supportedMode = BIT( parms.gameMode );
for ( int i = 0; i < mpGameMaps.Num(); i++ ) {
if ( mpGameMaps[i].supportedModes & supportedMode ) {
supportedMaps.Append( i );
}
}
if ( supportedMaps.Num() == 0 ) {
// We don't have any maps which support the chosen mode...
parms.gameMap = idLib::frameNumber % mpGameMaps.Num();
parms.gameMode = -1;
} else {
parms.gameMap = supportedMaps[ idLib::frameNumber % supportedMaps.Num() ];
}
}
}
if ( parms.gameMode < 0 ) {
uint32 supportedModes = mpGameMaps[parms.gameMap].supportedModes;
int8 supportedModeList[32] = {};
int numSupportedModes = 0;
for ( int i = 0; i < 32; i++ ) {
if ( supportedModes & BIT(i) ) {
supportedModeList[numSupportedModes] = i;
numSupportedModes++;
}
}
parms.gameMode = supportedModeList[ ( idLib::frameNumber / mpGameMaps.Num() ) % numSupportedModes ];
}
parms.mapName = mpGameMaps[parms.gameMap].mapFile;
parms.numSlots = session->GetTitleStorageInt("MAX_PLAYERS_ALLOWED", 4 );
}
/*
==============
idCommonLocal::StartMainMenu
==============
*/
void idCommonLocal::StartMenu( bool playIntro ) {
if ( game && game->Shell_IsActive() ) {
return;
}
if ( readDemo ) {
// if we're playing a demo, esc kills it
UnloadMap();
}
if ( game ) {
game->Shell_Show( true );
game->Shell_SyncWithSession();
}
console->Close();
}
/*
===============
idCommonLocal::ExitMenu
===============
*/
void idCommonLocal::ExitMenu() {
if ( game ) {
game->Shell_Show( false );
}
}
/*
==============
idCommonLocal::MenuEvent
Executes any commands returned by the gui
==============
*/
bool idCommonLocal::MenuEvent( const sysEvent_t * event ) {
if ( session->GetSignInManager().ProcessInputEvent( event ) ) {
return true;
}
if ( game && game->Shell_IsActive() ) {
return game->Shell_HandleGuiEvent( event );
}
if ( game ) {
return game->HandlePlayerGuiEvent( event );
}
return false;
}
/*
=================
idCommonLocal::GuiFrameEvents
=================
*/
void idCommonLocal::GuiFrameEvents() {
if ( game ) {
game->Shell_SyncWithSession();
}
}