mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-27 07:54:51 +01:00
90 lines
3.7 KiB
C
90 lines
3.7 KiB
C
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/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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/*
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* Class responsible for describing game session
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*/
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class CSessionProperties {
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public:
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enum GameMode {
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GM_FLYOVER = -1,
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GM_COOPERATIVE = 0,
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GM_SCOREMATCH,
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GM_FRAGMATCH,
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};
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enum GameDifficulty {
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GD_TOURIST = -1,
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GD_EASY = 0,
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GD_NORMAL,
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GD_HARD,
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GD_EXTREME,
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};
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INDEX sp_ctMaxPlayers; // maximum number of players in game
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BOOL sp_bWaitAllPlayers; // wait for all players to connect
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BOOL sp_bQuickTest; // set when game is tested from wed
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BOOL sp_bCooperative; // players are not intended to kill each other
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BOOL sp_bSinglePlayer; // single player mode has some special rules
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BOOL sp_bUseFrags; // set if frags matter instead of score
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enum GameMode sp_gmGameMode; // general game rules
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enum GameDifficulty sp_gdGameDifficulty;
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ULONG sp_ulSpawnFlags;
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BOOL sp_bMental; // set if mental mode engaged
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INDEX sp_iScoreLimit; // stop game after a player/team reaches given score
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INDEX sp_iFragLimit; // stop game after a player/team reaches given score
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INDEX sp_iTimeLimit; // stop game after given number of minutes elapses
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BOOL sp_bTeamPlay; // players are divided in teams
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BOOL sp_bFriendlyFire; // can harm player of same team
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BOOL sp_bWeaponsStay; // weapon items do not dissapear when picked-up
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BOOL sp_bAmmoStays; // ammo items do not dissapear when picked-up
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BOOL sp_bHealthArmorStays; // health/armor items do exist
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BOOL sp_bPlayEntireGame; // don't finish after one level in coop
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BOOL sp_bAllowHealth; // health items do exist
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BOOL sp_bAllowArmor; // armor items do exist
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BOOL sp_bInfiniteAmmo; // ammo is not consumed when firing
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BOOL sp_bRespawnInPlace; // players respawn on the place where they were killed, not on markers (coop only)
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FLOAT sp_fEnemyMovementSpeed; // enemy speed multiplier
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FLOAT sp_fEnemyAttackSpeed; // enemy speed multiplier
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FLOAT sp_fDamageStrength; // multiplier when damaged
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FLOAT sp_fAmmoQuantity; // multiplier when picking up ammo
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FLOAT sp_fManaTransferFactor; // multiplier for the killed player mana that is to be added to killer's mana
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INDEX sp_iInitialMana; // life price (mana that each player'll have upon respawning)
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FLOAT sp_fExtraEnemyStrength; // fixed adder for extra enemy power
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FLOAT sp_fExtraEnemyStrengthPerPlayer; // adder for extra enemy power per each player playing
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INDEX sp_ctCredits; // number of credits for this game
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INDEX sp_ctCreditsLeft; // number of credits left on this level
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FLOAT sp_tmSpawnInvulnerability; // how many seconds players are invunerable after respawning
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INDEX sp_iBlood; // blood/gibs type (0=none, 1=green, 2=red, 3=hippie)
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BOOL sp_bGibs; // enable/disable gibbing
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BOOL sp_bEndOfGame; // marked when dm game is finished (any of the limits reached)
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ULONG sp_ulLevelsMask; // mask of visited levels so far
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BOOL sp_bUseExtraEnemies; // spawn extra multiplayer enemies
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};
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// NOTE: never instantiate CSessionProperties, as its size is not fixed to the size defined in engine
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// use CUniversalSessionProperties for instantiating an object
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class CUniversalSessionProperties {
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public:
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union {
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CSessionProperties usp_sp;
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UBYTE usp_aubDummy[NET_MAXSESSIONPROPERTIES];
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};
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// must have exact the size as allocated block in engine
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CUniversalSessionProperties() {
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ASSERT(sizeof(CSessionProperties)<=NET_MAXSESSIONPROPERTIES);
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ASSERT(sizeof(CUniversalSessionProperties)==NET_MAXSESSIONPROPERTIES);
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}
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operator CSessionProperties&(void) { return usp_sp; }
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};
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