-#ifndef DIALOG_SINGLEPLAYER_H
-#define DIALOG_SINGLEPLAYER_H
-#include "dialog.qc"
-CLASS(XonoticSingleplayerDialog, XonoticDialog)
- METHOD(XonoticSingleplayerDialog, fill, void(entity))
- ATTRIB(XonoticSingleplayerDialog, title, string, _("Singleplayer"))
- ATTRIB(XonoticSingleplayerDialog, color, vector, SKINCOLOR_DIALOG_SINGLEPLAYER)
- ATTRIB(XonoticSingleplayerDialog, intendedWidth, float, 0.80)
- ATTRIB(XonoticSingleplayerDialog, rows, float, 24)
- ATTRIB(XonoticSingleplayerDialog, columns, float, 5)
- ATTRIB(XonoticSingleplayerDialog, campaignBox, entity, NULL)
-ENDCLASS(XonoticSingleplayerDialog)
-#endif
-
-#ifdef IMPLEMENTATION
+#include "dialog_singleplayer.qh"
+
+#include <common/gamemodes/_mod.qh>
+#include "bigbutton.qh"
+#include "radiobutton.qh"
+#include "textlabel.qh"
+#include "campaign.qh"
void InstantAction_LoadMap(entity btn, entity dummy)
{
float pmin = 2, pmax = 16, pstep = 1;
cvar_set("timelimit_override", "10");
- cvar_set("g_lms_lives_override", "9");
- if(random() < 0.4) // 40% are DM
+ bool check_probability_distribution = true;
+ float r = 1;
+
+ LABEL(doit);
+ if (!check_probability_distribution)
+ r = random();
+
+ if((r -= 0.30) < 0)
{
MapInfo_SwitchGameType(MAPINFO_TYPE_DEATHMATCH);
pmin = 2;
pmax = 8;
pstep = 1;
}
- else if(random() < 0.5) // half of the remaining 60%, i.e. 30%, are CTF
+ else if((r -= 0.25) < 0)
{
MapInfo_SwitchGameType(MAPINFO_TYPE_CTF);
pmin = 4;
pmax = 12;
pstep = 2;
}
- else if(random() < 0.5) // half of the remaining 30%, i.e. 15%, are TDM
+ else if((r -= 0.15) < 0)
{
MapInfo_SwitchGameType(MAPINFO_TYPE_TEAM_DEATHMATCH);
pmin = 4;
pmax = 8;
pstep = 2;
}
- else if(random() < 0.666) // 2/3 of the remaining 15%, i.e. 10%, are KH
+ else if((r -= 0.10) < 0)
+ {
+ MapInfo_SwitchGameType(MAPINFO_TYPE_CA);
+ pmin = 4;
+ pmax = 8;
+ pstep = 2;
+ }
+ else if((r -= 0.10) < 0)
+ {
+ MapInfo_SwitchGameType(MAPINFO_TYPE_FREEZETAG);
+ pmin = 4;
+ pmax = 8;
+ pstep = 2;
+ }
+ else if((r -= 0.05) < 0)
{
MapInfo_SwitchGameType(MAPINFO_TYPE_KEYHUNT);
pmin = 6;
pstep = 6; // works both for 2 and 3 teams
// TODO find team count of map, set pstep=2 or 3, and use 2v2(v2) games at least
}
- else // somehow distribute the remaining 5%
+ else
{
- float r;
+ r -= 0.05;
+ if (check_probability_distribution)
+ {
+ if(fabs(r) > 0.001)
+ error("Incorrect probability distribution.");
+ check_probability_distribution = false;
+ goto doit;
+ }
r = floor(random() * 4);
switch(r)
{
pmax = 16;
pstep = 2;
break;
- // CA, Freezetag: bot AI does not work, add them once it does
}
}
s = MapInfo_BSPName_ByID(m);
}
while(!fexists(sprintf("maps/%s.waypoints", s)));
+
+ // these commands are also executed when starting a map from Multiplayer / Create
+ // in the menu_loadmap_prepare alias
+ localcmd("disconnect\n");
+ localcmd("g_campaign 0\n");
+
MapInfo_LoadMap(s, 1);
// configure bots
pmin = pstep * ceil(pmin / pstep);
pmax = pstep * floor(pmax / pstep);
p = pmin + pstep * floor(random() * ((pmax - pmin) / pstep + 1));
- cvar_set("bot_number", ftos(p - 1));
+
+ // cvar_set doesn't always work starting an InstantAction game while playing the campaign
+ //cvar_set("bot_number", ftos(p - 1));
+ localcmd(strcat("bot_number ", ftos(p - 1), "\n"));
// make sure we go back to menu
cvar_set("lastlevel", "1");
}
+.entity quitGameButton;
+void XonoticSingleplayerDialog_draw(entity me)
+{
+ entity e = me.quitGameButton;
+ e.disabled = !(gamestatus & (GAME_ISSERVER | GAME_CONNECTED));
+ if(cvar("g_campaign"))
+ e.setText(e, _("Quit campaign"));
+ else
+ e.setText(e, _("Quit current game"));
+ SUPER(XonoticSingleplayerDialog).draw(me);
+}
+
void XonoticSingleplayerDialog_fill(entity me)
{
entity e, btnPrev, btnNext, lblTitle;
me.campaignBox.buttonNext = btnNext;
me.campaignBox.buttonPrev = btnPrev;
me.campaignBox.labelTitle = lblTitle;
- me.campaignBox.campaignGo(me.campaignBox, 0);
me.gotoRC(me, me.rows - 2, 0);
me.TD(me, 1, 2, e = makeXonoticTextLabel(0.5, _("Campaign Difficulty:")));
me.TD(me, 1, 1, e = makeXonoticRadioButton(1, "g_campaign_skill", "-2", ZCTX(_("CSKL^Easy"))));
- me.TD(me, 1, 1, e = makeXonoticRadioButton(1, "g_campaign_skill", "-1", ZCTX(_("CSKL^Medium"))));
- me.TD(me, 1, 1, e = makeXonoticRadioButton(1, "g_campaign_skill", "0", ZCTX(_("CSKL^Hard"))));
- me.TR(me);
- me.TD(me, 1, me.columns, e = makeXonoticButton(_("Start Singleplayer!"), '0 0 0'));
+ me.TD(me, 1, 1, e = makeXonoticRadioButton(1, "g_campaign_skill", "0", ZCTX(_("CSKL^Medium"))));
+ me.TD(me, 1, 1, e = makeXonoticRadioButton(1, "g_campaign_skill", "2", ZCTX(_("CSKL^Hard"))));
+ me.TR(me);
+ me.TDempty(me, me.columns * 1/13);
+ me.TD(me, 1, me.columns * 5/13, me.quitGameButton = makeXonoticCommandButton(string_null, '0 0 0', QUITGAME_CMD, 0));
+ me.TDempty(me, me.columns * 1/13);
+ me.TD(me, 1, me.columns * 5/13, e = makeXonoticButton(_("Play campaign!"), '0 0 0'));
e.onClick = CampaignList_LoadMap;
e.onClickEntity = me.campaignBox;
}
-#endif