1 #ifndef DIALOG_SINGLEPLAYER_H
2 #define DIALOG_SINGLEPLAYER_H
4 CLASS(XonoticSingleplayerDialog, XonoticDialog)
5 METHOD(XonoticSingleplayerDialog, fill, void(entity))
6 ATTRIB(XonoticSingleplayerDialog, title, string, _("Singleplayer"))
7 ATTRIB(XonoticSingleplayerDialog, color, vector, SKINCOLOR_DIALOG_SINGLEPLAYER)
8 ATTRIB(XonoticSingleplayerDialog, intendedWidth, float, 0.80)
9 ATTRIB(XonoticSingleplayerDialog, rows, float, 24)
10 ATTRIB(XonoticSingleplayerDialog, columns, float, 5)
11 ATTRIB(XonoticSingleplayerDialog, campaignBox, entity, NULL)
12 ENDCLASS(XonoticSingleplayerDialog)
17 void InstantAction_LoadMap(entity btn, entity dummy)
19 float pmin = 2, pmax = 16, pstep = 1;
21 cvar_set("timelimit_override", "10");
22 cvar_set("g_lms_lives_override", "9");
24 if(random() < 0.4) // 40% are DM
26 MapInfo_SwitchGameType(MAPINFO_TYPE_DEATHMATCH);
31 else if(random() < 0.5) // half of the remaining 60%, i.e. 30%, are CTF
33 MapInfo_SwitchGameType(MAPINFO_TYPE_CTF);
38 else if(random() < 0.5) // half of the remaining 30%, i.e. 15%, are TDM
40 MapInfo_SwitchGameType(MAPINFO_TYPE_TEAM_DEATHMATCH);
45 else if(random() < 0.666) // 2/3 of the remaining 15%, i.e. 10%, are KH
47 MapInfo_SwitchGameType(MAPINFO_TYPE_KEYHUNT);
50 pstep = 6; // works both for 2 and 3 teams
51 // TODO find team count of map, set pstep=2 or 3, and use 2v2(v2) games at least
53 else // somehow distribute the remaining 5%
56 r = floor(random() * 4);
61 MapInfo_SwitchGameType(MAPINFO_TYPE_LMS);
65 cvar_set("timelimit_override", "-1");
68 MapInfo_SwitchGameType(MAPINFO_TYPE_DOMINATION);
74 MapInfo_SwitchGameType(MAPINFO_TYPE_ONSLAUGHT);
80 MapInfo_SwitchGameType(MAPINFO_TYPE_ASSAULT);
85 // CA, Freezetag: bot AI does not work, add them once it does
90 MapInfo_FilterGametype(MapInfo_CurrentGametype(), MapInfo_CurrentFeatures(), MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags(), 0);
95 m = floor(random() * MapInfo_count);
96 s = MapInfo_BSPName_ByID(m);
98 while(!fexists(sprintf("maps/%s.waypoints", s)));
99 MapInfo_LoadMap(s, 1);
103 pmin = pstep * ceil(pmin / pstep);
104 pmax = pstep * floor(pmax / pstep);
105 p = pmin + pstep * floor(random() * ((pmax - pmin) / pstep + 1));
106 cvar_set("bot_number", ftos(p - 1));
108 // make sure we go back to menu
109 cvar_set("lastlevel", "1");
112 void XonoticSingleplayerDialog_fill(entity me)
114 entity e, btnPrev, btnNext, lblTitle;
117 me.TDempty(me, (me.columns - 3) / 2);
118 me.TD(me, 2, 3, e = makeXonoticBigButton(_("Instant action! (random map with bots)"), '0 0 0'));
119 e.onClick = InstantAction_LoadMap;
120 e.onClickEntity = NULL;
124 me.TD(me, 1, 1, btnPrev = makeXonoticButton("<<", '0 0 0'));
125 me.TD(me, 1, me.columns - 2, lblTitle = makeXonoticTextLabel(0.5, _("???")));
126 me.TD(me, 1, 1, btnNext = makeXonoticButton(">>", '0 0 0'));
128 me.TD(me, me.rows - 6, me.columns, me.campaignBox = makeXonoticCampaignList());
129 btnPrev.onClick = MultiCampaign_Prev;
130 btnPrev.onClickEntity = me.campaignBox;
131 btnNext.onClick = MultiCampaign_Next;
132 btnNext.onClickEntity = me.campaignBox;
133 me.campaignBox.buttonNext = btnNext;
134 me.campaignBox.buttonPrev = btnPrev;
135 me.campaignBox.labelTitle = lblTitle;
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;