176 lines
5.3 KiB
C++
176 lines
5.3 KiB
C++
//====== Copyright © 1996-2003, Valve Corporation, All rights reserved. =======
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//
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// Purpose:
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//
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//=============================================================================
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#include "cbase.h"
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#include "gameinterface.h"
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#include "mapentities.h"
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#include "asw_shareddefs.h"
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#include "fmtstr.h"
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#include "missionchooser/iasw_mission_chooser.h"
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#include "missionchooser/iasw_mission_chooser_source.h"
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#include "matchmaking/swarm/imatchext_swarm.h"
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extern ConVar sv_force_transmit_ents;
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// -------------------------------------------------------------------------------------------- //
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// Mod-specific CServerGameClients implementation.
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// -------------------------------------------------------------------------------------------- //
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void CServerGameClients::GetPlayerLimits( int& minplayers, int& maxplayers, int &defaultMaxPlayers ) const
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{
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minplayers = 1;
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defaultMaxPlayers = 4;
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maxplayers = ASW_MAX_PLAYERS;
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}
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// -------------------------------------------------------------------------------------------- //
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// Mod-specific CServerGameDLL implementation.
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// -------------------------------------------------------------------------------------------- //
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void CServerGameDLL::LevelInit_ParseAllEntities( const char *pMapEntities )
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{
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}
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bool g_bOfflineGame = false;
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extern const char *COM_GetModDirectory( void );
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//-----------------------------------------------------------------------------
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// Purpose: Called to apply lobby settings to a dedicated server
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//-----------------------------------------------------------------------------
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void CServerGameDLL::ApplyGameSettings( KeyValues *pKV )
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{
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if ( !pKV )
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return;
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// Fix the game settings request when a generic request for
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// map launch comes in (it might be nested under reservation
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// processing)
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bool bAlreadyLoadingMap = false;
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char const *szBspName = NULL;
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const char *pGameDir = COM_GetModDirectory();
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if ( !Q_stricmp( pKV->GetName(), "::ExecGameTypeCfg" ) )
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{
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if ( !engine )
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return;
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char const *szNewMap = pKV->GetString( "map/mapname", "" );
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if ( !szNewMap || !*szNewMap )
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return;
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KeyValues *pLaunchOptions = engine->GetLaunchOptions();
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if ( !pLaunchOptions )
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return;
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if ( FindLaunchOptionByValue( pLaunchOptions, "changelevel" ) ||
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FindLaunchOptionByValue( pLaunchOptions, "changelevel2" ) )
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return;
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if ( FindLaunchOptionByValue( pLaunchOptions, "map_background" ) )
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{
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return;
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}
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bAlreadyLoadingMap = true;
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if ( FindLaunchOptionByValue( pLaunchOptions, "reserved" ) )
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{
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// We are already reserved, but we still need to let the engine
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// baseserver know how many human slots to allocate
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pKV->SetInt( "members/numSlots", g_bOfflineGame ? 1 : 4 );
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return;
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}
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pKV->SetName( pGameDir );
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}
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if ( Q_stricmp( pKV->GetName(), pGameDir ) || bAlreadyLoadingMap )
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return;
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//g_bOfflineGame = pKV->GetString( "map/offline", NULL ) != NULL;
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g_bOfflineGame = !Q_stricmp( pKV->GetString( "system/network", "LIVE" ), "offline" );
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//Msg( "GameInterface reservation payload:\n" );
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//KeyValuesDumpAsDevMsg( pKV );
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// Vitaliy: Disable cheats as part of reservation in case they were enabled (unless we are on Steam Beta)
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if ( sv_force_transmit_ents.IsFlagSet( FCVAR_DEVELOPMENTONLY ) && // any convar with FCVAR_DEVELOPMENTONLY flag will be sufficient here
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sv_cheats && sv_cheats->GetBool() )
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{
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sv_cheats->SetValue( 0 );
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}
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static ConVarRef asw_skill( "asw_skill", true );
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const char *szDifficulty = pKV->GetString( "game/difficulty", "normal" );
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if ( !Q_stricmp( szDifficulty, "easy" ) )
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{
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asw_skill.SetValue( 1 );
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}
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else if ( !Q_stricmp( szDifficulty, "normal" ) )
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{
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asw_skill.SetValue( 2 );
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}
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else if ( !Q_stricmp( szDifficulty, "hard" ) )
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{
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asw_skill.SetValue( 3 );
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}
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else if ( !Q_stricmp( szDifficulty, "insane" ) )
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{
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asw_skill.SetValue( 4 );
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}
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char const *szMapCommand = pKV->GetString( "map/mapcommand", "map" );
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const char *szMode = pKV->GetString( "game/mode", "campaign" );
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char const *szGameMode = pKV->GetString( "game/mode", "" );
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if ( szGameMode && *szGameMode )
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{
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extern ConVar mp_gamemode;
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mp_gamemode.SetValue( szGameMode );
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}
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if ( !Q_stricmp( szMode, "campaign" ) )
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{
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// TODO: Handle loading a game instead of starting a new one
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const char *szCampaignName = pKV->GetString( "game/campaign", NULL );
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if ( !szCampaignName )
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return;
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IASW_Mission_Chooser_Source* pSource = missionchooser ? missionchooser->LocalMissionSource() : NULL;
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if ( !pSource )
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return;
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char szSaveFilename[ MAX_PATH ];
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szSaveFilename[ 0 ] = 0;
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const char *szStartingMission = pKV->GetString( "game/mission", NULL );
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if ( !pSource->ASW_Campaign_CreateNewSaveGame( &szSaveFilename[0], sizeof( szSaveFilename ), szCampaignName, !g_bOfflineGame, szStartingMission ) )
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{
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Msg( "Unable to create new save game.\n" );
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return;
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}
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engine->ServerCommand( CFmtStr( "%s %s campaign %s reserved\n",
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szMapCommand,
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szStartingMission ? szStartingMission : "lobby",
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szSaveFilename ) );
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}
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else if ( !Q_stricmp( szMode, "single_mission" ) )
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{
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szBspName = pKV->GetString( "game/mission", NULL );
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if ( !szBspName )
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return;
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engine->ServerCommand( CFmtStr( "%s %s reserved\n",
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szMapCommand,
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szBspName ) );
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}
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else
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{
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Warning( "ApplyGameSettings: Unknown game mode!\n" );
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}
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} |