コード例 #1
0
ファイル: UIMapList.cpp プロジェクト: OLR-xray/OLR-3.0
void	CUIMapList::SaveMapList()
{
	string_path					temp;
	FS.update_path				(temp,"$app_data_root$", MAP_ROTATION_LIST);

	if(m_pList2->GetSize()<=1){
		FS.file_delete(temp);
		return;
	}

	IWriter*	pW = FS.w_open	(temp);
	if (!pW){
		Msg("! Cant create map rotation file [%s]", temp);
		return;
	}
	
	string_path					map_name;
	for(u32 idx=0; idx<m_pList2->GetSize(); ++idx)
	{
		CUIListBoxItem* itm				= m_pList2->GetItemByIDX(idx);
		u32 _idx						= (u32)(__int64)(itm->GetData());
		const shared_str& _map_name		= GetMapNameInt(GetCurGameType(), _idx);

		sprintf_s							(map_name, "sv_addmap %s", _map_name.c_str() );

		pW->w_string					(map_name);
	}

	FS.w_close							(pW);
}
コード例 #2
0
ファイル: UIMapList.cpp プロジェクト: OLR-xray/XRay-NEW
const char* CUIMapList::GetCommandLine(LPCSTR player_name){
	string16		buf;

	CUIListBoxItem* itm				= m_pList2->GetItemByIDX(0);
	if (!itm)	
		return						NULL;

	u32 _idx						= (u32)(__int64)(itm->GetData());
	const shared_str& _map_name		= GetMapNameInt	(GetCurGameType(), _idx);

	m_command.clear();
	m_command = "start server(";
	m_command += _map_name.c_str();
	m_command += "/";
	m_command += GetCLGameModeName();
	m_command += m_srv_params;
	m_command += "/estime=";
	const char* weather = m_pWeatherSelector->GetText();
	int estime = (*m_mapWeather.find(weather)).second;	
	m_command += itoa(estime/60,buf,10);
	m_command += ":";
	m_command += itoa(estime%60,buf,10);
	m_command += ")";


	m_command +=" client(localhost/name=";
	if (player_name == NULL || 0 == xr_strlen(player_name))
		m_command += Core.UserName;
	else
		m_command +=player_name;
	m_command +=")";

    return m_command.c_str();
}
コード例 #3
0
ファイル: UIMapList.cpp プロジェクト: BeaconDev/xray-16
const char* CUIMapList::GetCommandLine(LPCSTR player_name){

	CUIListBoxItem* itm				= m_pList2->GetItemByIDX(0);
	if (!itm)	
		return						NULL;

	u32 _idx						= (u32)(__int64)(itm->GetData());
	const SGameTypeMaps::SMapItm& M	= GetMapNameInt	(GetCurGameType(), _idx);

	m_command.clear();
	m_command = "start server(";
	m_command += M.map_name.c_str();
	m_command += "/";
	m_command += GameTypeToString(GetCurGameType(),true);
	m_command += m_srv_params;
	m_command += "/ver=";
	m_command += M.map_ver.c_str();
	m_command += "/estime=";
	
	u32 id		= m_pWeatherSelector->m_list_box.GetSelectedItem()->GetTAG();

	m_command	+= m_mapWeather[id].weather_time.c_str();
	m_command	+= ")";


	m_command	+= " client(localhost/name=";
	if (player_name == NULL || 0 == xr_strlen(player_name))
	{
		string64	player_name2;
		GetPlayerName_FromRegistry( player_name2, sizeof(player_name2) );

		if ( xr_strlen(player_name2) == 0 )
		{
			xr_strcpy( player_name2, xr_strlen(Core.UserName) ? Core.UserName : Core.CompName );
		}
		VERIFY( xr_strlen(player_name2) );
		
		m_command += player_name2;
	}
	else
	{
		m_command += player_name;
	}
	m_command	  += ")";

    return m_command.c_str();
}
コード例 #4
0
ファイル: UIMapList.cpp プロジェクト: OLR-xray/OLR-3.0
void CUIMapList::OnListItemClicked()
{
	xr_string map_name = "intro\\intro_map_pic_";
	
	CUIListBoxItem* itm				= m_pList1->GetSelectedItem();
	u32 _idx						= (u32)(__int64)(itm->GetData());
	const shared_str& _map_name		= GetMapNameInt(GetCurGameType(), _idx);

	map_name						+=	_map_name.c_str();
	xr_string full_name				= map_name + ".dds";

	if (FS.exist("$game_textures$",full_name.c_str()))
		m_pMapPic->InitTexture(map_name.c_str());
	else
		m_pMapPic->InitTexture("ui\\ui_noise");

	m_pMapInfo->InitMap(_map_name.c_str());
}
コード例 #5
0
ファイル: UIMapList.cpp プロジェクト: BeaconDev/xray-16
void CUIMapList::OnListItemClicked()
{
	xr_string map_name = "intro\\intro_map_pic_";
	
	CUIListBoxItem* itm				= m_pList1->GetSelectedItem();
	u32 _idx						= (u32)(__int64)(itm->GetData());
	const SGameTypeMaps::SMapItm& M	= GetMapNameInt(GetCurGameType(), _idx);

	map_name						+=	M.map_name.c_str();
	xr_string full_name				= map_name + ".dds";

	Frect orig_rect = m_pMapPic->GetTextureRect();

	if (FS.exist("$game_textures$",full_name.c_str()))
		m_pMapPic->InitTexture		(map_name.c_str());
	else
		m_pMapPic->InitTexture		("ui\\ui_noise");

	m_pMapPic->SetTextureRect(orig_rect);

	m_pMapInfo->InitMap				(M.map_name.c_str(), M.map_ver.c_str());
}