Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "CreateMultiplayerGameBotPage.h"
using namespace vgui;
#include <KeyValues.h>
#include <vgui_controls/ComboBox.h>
#include <vgui_controls/CheckButton.h>
#include <vgui_controls/Label.h>
#include <vgui_controls/TextEntry.h>
#include "filesystem.h"
#include "PanelListPanel.h"
#include "scriptobject.h"
#include <tier0/vcrmode.h>
#include "tier1/convar.h"
#include "EngineInterface.h"
#include "CvarToggleCheckButton.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
// for join team combo box
enum BotGUITeamType
{
BOT_GUI_TEAM_RANDOM = 0,
BOT_GUI_TEAM_CT = 1,
BOT_GUI_TEAM_T = 2
};
// these must correlate with above enum
static const char *joinTeamArg[] = { "any", "ct", "t", NULL };
// for bot chatter combo box
enum BotGUIChatterType
{
BOT_GUI_CHATTER_NORMAL = 0,
BOT_GUI_CHATTER_MINIMAL = 1,
BOT_GUI_CHATTER_RADIO = 2,
BOT_GUI_CHATTER_OFF = 3
};
// these must correlate with above enum
static const char *chatterArg[] = { "normal", "minimal", "radio", "off", NULL };
extern void UTIL_StripInvalidCharacters( char *pszInput );
//-----------------------------------------------------------------------------
void CCreateMultiplayerGameBotPage::SetJoinTeamCombo( const char *team )
{
if (team)
{
for( int i=0; joinTeamArg[i]; ++i )
if (!stricmp( team, joinTeamArg[i] ))
{
m_joinTeamCombo->ActivateItemByRow( i );
return;
}
}
else
{
m_joinTeamCombo->ActivateItemByRow( BOT_GUI_TEAM_RANDOM );
}
}
//-----------------------------------------------------------------------------
void CCreateMultiplayerGameBotPage::SetChatterCombo( const char *chatter )
{
if (chatter)
{
for( int i=0; chatterArg[i]; ++i )
if (!stricmp( chatter, chatterArg[i] ))
{
m_chatterCombo->ActivateItemByRow( i );
return;
}
}
else
{
m_joinTeamCombo->ActivateItemByRow( BOT_GUI_CHATTER_NORMAL );
}
}
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CCreateMultiplayerGameBotPage::CCreateMultiplayerGameBotPage( vgui::Panel *parent, const char *name, KeyValues *botKeys ) : PropertyPage( parent, name )
{
m_pSavedData = botKeys;
m_allowRogues = new CCvarToggleCheckButton( this, "BotAllowRogueCheck", "", "bot_allow_rogues" );
m_allowPistols = new CCvarToggleCheckButton( this, "BotAllowPistolsCheck", "", "bot_allow_pistols" );
m_allowShotguns = new CCvarToggleCheckButton( this, "BotAllowShotgunsCheck", "", "bot_allow_shotguns" );
m_allowSubmachineGuns = new CCvarToggleCheckButton( this, "BotAllowSubmachineGunsCheck", "", "bot_allow_sub_machine_guns" );
m_allowRifles = new CCvarToggleCheckButton( this, "BotAllowRiflesCheck", "", "bot_allow_rifles" );
m_allowMachineGuns = new CCvarToggleCheckButton( this, "BotAllowMachineGunsCheck", "", "bot_allow_machine_guns" );
m_allowGrenades = new CCvarToggleCheckButton( this, "BotAllowGrenadesCheck", "", "bot_allow_grenades" );
m_allowSnipers = new CCvarToggleCheckButton( this, "BotAllowSnipersCheck", "", "bot_allow_snipers" );
#ifdef CS_SHIELD_ENABLED
m_allowShields = new CCvarToggleCheckButton( this, "BotAllowShieldCheck", "", "bot_allow_shield" );
#endif // CS_SHIELD_ENABLED
m_joinAfterPlayer = new CCvarToggleCheckButton( this, "BotJoinAfterPlayerCheck", "", "bot_join_after_player" );
m_deferToHuman = new CCvarToggleCheckButton( this, "BotDeferToHumanCheck", "", "bot_defer_to_human" );
// set up team join combo box
// NOTE: If order of AddItem is changed, update the associated enum
m_joinTeamCombo = new ComboBox( this, "BotJoinTeamCombo", 3, false );
m_joinTeamCombo->AddItem( "#Cstrike_Random", NULL );
m_joinTeamCombo->AddItem( "#Cstrike_Team_CT", NULL );
m_joinTeamCombo->AddItem( "#Cstrike_Team_T", NULL );
// set up chatter combo box
// NOTE: If order of AddItem is changed, update the associated enum
m_chatterCombo = new ComboBox( this, "BotChatterCombo", 4, false );
m_chatterCombo->AddItem( "#Cstrike_Bot_Chatter_Normal", NULL );
m_chatterCombo->AddItem( "#Cstrike_Bot_Chatter_Minimal", NULL );
m_chatterCombo->AddItem( "#Cstrike_Bot_Chatter_Radio", NULL );
m_chatterCombo->AddItem( "#Cstrike_Bot_Chatter_Off", NULL );
// create text entry fields for quota and prefix
m_prefixEntry = new TextEntry( this, "BotPrefixEntry" );
// set positions and sizes from resources file
LoadControlSettings( "Resource/CreateMultiplayerGameBotPage.res" );
// get initial values from bot keys
m_joinAfterPlayer->SetSelected( botKeys->GetInt( "bot_join_after_player", 1 ) );
m_allowRogues->SetSelected( botKeys->GetInt( "bot_allow_rogues", 1 ) );
m_allowPistols->SetSelected( botKeys->GetInt( "bot_allow_pistols", 1 ) );
m_allowShotguns->SetSelected( botKeys->GetInt( "bot_allow_shotguns", 1 ) );
m_allowSubmachineGuns->SetSelected( botKeys->GetInt( "bot_allow_sub_machine_guns", 1 ) );
m_allowMachineGuns->SetSelected( botKeys->GetInt( "bot_allow_machine_guns", 1 ) );
m_allowRifles->SetSelected( botKeys->GetInt( "bot_allow_rifles", 1 ) );
m_allowSnipers->SetSelected( botKeys->GetInt( "bot_allow_snipers", 1 ) );
m_allowGrenades->SetSelected( botKeys->GetInt( "bot_allow_grenades", 1 ) );
#ifdef CS_SHIELD_ENABLED
m_allowShields->SetSelected( botKeys->GetInt( "bot_allow_shield", 1 ) );
#endif // CS_SHIELD_ENABLED
m_deferToHuman->SetSelected( botKeys->GetInt( "bot_defer_to_human", 1 ) );
SetJoinTeamCombo( botKeys->GetString( "bot_join_team", "any" ) );
SetChatterCombo( botKeys->GetString( "bot_chatter", "normal" ) );
// set bot_prefix
const char *prefix = botKeys->GetString( "bot_prefix" );
if (prefix)
SetControlString( "BotPrefixEntry", prefix );
}
//-----------------------------------------------------------------------------
// Destructor
//-----------------------------------------------------------------------------
CCreateMultiplayerGameBotPage::~CCreateMultiplayerGameBotPage()
{
// vgui handles deletion of children automatically through the hierarchy
}
//-----------------------------------------------------------------------------
// Reset values
//-----------------------------------------------------------------------------
void CCreateMultiplayerGameBotPage::OnResetChanges()
{
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void UpdateValue( KeyValues *data, const char *cvarName, int value )
{
data->SetInt( cvarName, value );
ConVarRef var( cvarName );
var.SetValue( value );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void UpdateValue( KeyValues *data, const char *cvarName, const char *value )
{
data->SetString( cvarName, value );
ConVarRef var( cvarName );
var.SetValue( value );
}
//-----------------------------------------------------------------------------
// Called to get data from the page
//-----------------------------------------------------------------------------
void CCreateMultiplayerGameBotPage::OnApplyChanges()
{
UpdateValue( m_pSavedData, "bot_join_after_player", m_joinAfterPlayer->IsSelected() );
UpdateValue( m_pSavedData, "bot_allow_rogues", m_allowRogues->IsSelected() );
UpdateValue( m_pSavedData, "bot_allow_pistols", m_allowPistols->IsSelected() );
UpdateValue( m_pSavedData, "bot_allow_shotguns", m_allowShotguns->IsSelected() );
UpdateValue( m_pSavedData, "bot_allow_sub_machine_guns", m_allowSubmachineGuns->IsSelected() );
UpdateValue( m_pSavedData, "bot_allow_machine_guns", m_allowMachineGuns->IsSelected() );
UpdateValue( m_pSavedData, "bot_allow_rifles", m_allowRifles->IsSelected() );
UpdateValue( m_pSavedData, "bot_allow_snipers", m_allowSnipers->IsSelected() );
UpdateValue( m_pSavedData, "bot_allow_grenades", m_allowGrenades->IsSelected() );
#ifdef CS_SHIELD_ENABLED
UpdateValue( m_pSavedData, "bot_allow_shield", m_allowShields->IsSelected() );
#endif // CS_SHIELD_ENABLED
UpdateValue( m_pSavedData, "bot_defer_to_human", m_deferToHuman->IsSelected() );
// set bot_join_team
UpdateValue( m_pSavedData, "bot_join_team", joinTeamArg[ m_joinTeamCombo->GetActiveItem() ] );
// set bot_chatter
UpdateValue( m_pSavedData, "bot_chatter", chatterArg[ m_chatterCombo->GetActiveItem() ] );
// set bot_prefix
#define BUF_LENGTH 256
char entryBuffer[ BUF_LENGTH ];
m_prefixEntry->GetText( entryBuffer, BUF_LENGTH );
UpdateValue( m_pSavedData, "bot_prefix", entryBuffer );
}