1 #ifndef DIALOG_SINGLEPLAYER_H
2 #define DIALOG_SINGLEPLAYER_H
3 CLASS(XonoticSingleplayerDialog, XonoticDialog)
4 METHOD(XonoticSingleplayerDialog, fill, void(entity))
5 ATTRIB(XonoticSingleplayerDialog, title, string, _("Singleplayer"))
6 ATTRIB(XonoticSingleplayerDialog, color, vector, SKINCOLOR_DIALOG_SINGLEPLAYER)
7 ATTRIB(XonoticSingleplayerDialog, intendedWidth, float, 0.80)
8 ATTRIB(XonoticSingleplayerDialog, rows, float, 24)
9 ATTRIB(XonoticSingleplayerDialog, columns, float, 5)
10 ATTRIB(XonoticSingleplayerDialog, campaignBox, entity, NULL)
11 ENDCLASS(XonoticSingleplayerDialog)
16 void InstantAction_LoadMap(entity btn, entity dummy)
18 float pmin = 2, pmax = 16, pstep = 1;
20 cvar_set("timelimit_override", "10");
21 cvar_set("g_lms_lives_override", "9");
23 if(random() < 0.4) // 40% are DM
25 MapInfo_SwitchGameType(MAPINFO_TYPE_DEATHMATCH);
30 else if(random() < 0.5) // half of the remaining 60%, i.e. 30%, are CTF
32 MapInfo_SwitchGameType(MAPINFO_TYPE_CTF);
37 else if(random() < 0.5) // half of the remaining 30%, i.e. 15%, are TDM
39 MapInfo_SwitchGameType(MAPINFO_TYPE_TEAM_DEATHMATCH);
44 else if(random() < 0.666) // 2/3 of the remaining 15%, i.e. 10%, are KH
46 MapInfo_SwitchGameType(MAPINFO_TYPE_KEYHUNT);
49 pstep = 6; // works both for 2 and 3 teams
50 // TODO find team count of map, set pstep=2 or 3, and use 2v2(v2) games at least
52 else // somehow distribute the remaining 5%
55 r = floor(random() * 4);
60 MapInfo_SwitchGameType(MAPINFO_TYPE_LMS);
64 cvar_set("timelimit_override", "-1");
67 MapInfo_SwitchGameType(MAPINFO_TYPE_DOMINATION);
73 MapInfo_SwitchGameType(MAPINFO_TYPE_ONSLAUGHT);
79 MapInfo_SwitchGameType(MAPINFO_TYPE_ASSAULT);
84 // CA, Freezetag: bot AI does not work, add them once it does
89 MapInfo_FilterGametype(MapInfo_CurrentGametype(), MapInfo_CurrentFeatures(), MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags(), 0);
94 m = floor(random() * MapInfo_count);
95 s = MapInfo_BSPName_ByID(m);
97 while(!fexists(sprintf("maps/%s.waypoints", s)));
98 MapInfo_LoadMap(s, 1);
102 pmin = pstep * ceil(pmin / pstep);
103 pmax = pstep * floor(pmax / pstep);
104 p = pmin + pstep * floor(random() * ((pmax - pmin) / pstep + 1));
105 cvar_set("bot_number", ftos(p - 1));
107 // make sure we go back to menu
108 cvar_set("lastlevel", "1");
111 void XonoticSingleplayerDialog_fill(entity me)
113 entity e, btnPrev, btnNext, lblTitle;
116 me.TDempty(me, (me.columns - 3) / 2);
117 me.TD(me, 2, 3, e = makeXonoticBigButton(_("Instant action! (random map with bots)"), '0 0 0'));
118 e.onClick = InstantAction_LoadMap;
119 e.onClickEntity = NULL;
123 me.TD(me, 1, 1, btnPrev = makeXonoticButton("<<", '0 0 0'));
124 me.TD(me, 1, me.columns - 2, lblTitle = makeXonoticTextLabel(0.5, _("???")));
125 me.TD(me, 1, 1, btnNext = makeXonoticButton(">>", '0 0 0'));
127 me.TD(me, me.rows - 6, me.columns, me.campaignBox = makeXonoticCampaignList());
128 btnPrev.onClick = MultiCampaign_Prev;
129 btnPrev.onClickEntity = me.campaignBox;
130 btnNext.onClick = MultiCampaign_Next;
131 btnNext.onClickEntity = me.campaignBox;
132 me.campaignBox.buttonNext = btnNext;
133 me.campaignBox.buttonPrev = btnPrev;
134 me.campaignBox.labelTitle = lblTitle;
135 me.campaignBox.campaignGo(me.campaignBox, 0);
137 me.gotoRC(me, me.rows - 2, 0);
138 me.TD(me, 1, 2, e = makeXonoticTextLabel(0.5, _("Campaign Difficulty:")));
139 me.TD(me, 1, 1, e = makeXonoticRadioButton(1, "g_campaign_skill", "-2", ZCTX(_("CSKL^Easy"))));
140 me.TD(me, 1, 1, e = makeXonoticRadioButton(1, "g_campaign_skill", "-1", ZCTX(_("CSKL^Medium"))));
141 me.TD(me, 1, 1, e = makeXonoticRadioButton(1, "g_campaign_skill", "0", ZCTX(_("CSKL^Hard"))));
143 me.TD(me, 1, me.columns, e = makeXonoticButton(_("Start Singleplayer!"), '0 0 0'));
144 e.onClick = CampaignList_LoadMap;
145 e.onClickEntity = me.campaignBox;