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- /*
- ===========================================================================
- 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();
- }
- }
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