Serious-Engine/Sources/GameMP/SessionProperties.cpp

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/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#include "StdAfx.h"
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#include "Game.h"
extern FLOAT gam_afEnemyMovementSpeed[5];
extern FLOAT gam_afEnemyAttackSpeed[5];
extern FLOAT gam_afDamageStrength[5];
extern FLOAT gam_afAmmoQuantity[5];
extern FLOAT gam_fManaTransferFactor;
extern FLOAT gam_fExtraEnemyStrength ;
extern FLOAT gam_fExtraEnemyStrengthPerPlayer ;
extern INDEX gam_iCredits;
extern FLOAT gam_tmSpawnInvulnerability;
extern INDEX gam_iScoreLimit;
extern INDEX gam_iFragLimit;
extern INDEX gam_iTimeLimit;
extern INDEX gam_ctMaxPlayers;
extern INDEX gam_bWaitAllPlayers;
extern INDEX gam_bAmmoStays ;
extern INDEX gam_bHealthArmorStays;
extern INDEX gam_bAllowHealth ;
extern INDEX gam_bAllowArmor ;
extern INDEX gam_bInfiniteAmmo ;
extern INDEX gam_bRespawnInPlace ;
extern INDEX gam_bPlayEntireGame;
extern INDEX gam_bWeaponsStay;
extern INDEX gam_bFriendlyFire;
extern INDEX gam_iInitialMana;
extern INDEX gam_iQuickStartDifficulty;
extern INDEX gam_iQuickStartMode;
extern INDEX gam_bQuickStartMP;
extern INDEX gam_iStartDifficulty;
extern INDEX gam_iStartMode;
extern INDEX gam_iBlood;
extern INDEX gam_bGibs;
extern INDEX gam_bUseExtraEnemies;
extern CTString gam_strGameAgentExtras;
static void SetGameModeParameters(CSessionProperties &sp)
{
sp.sp_gmGameMode = (CSessionProperties::GameMode) Clamp(INDEX(gam_iStartMode), -1, 2);
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switch (sp.sp_gmGameMode) {
default:
ASSERT(FALSE);
case CSessionProperties::GM_COOPERATIVE:
sp.sp_ulSpawnFlags |= SPF_SINGLEPLAYER|SPF_COOPERATIVE;
break;
case CSessionProperties::GM_FLYOVER:
sp.sp_ulSpawnFlags |= SPF_FLYOVER|SPF_MASK_DIFFICULTY;
break;
case CSessionProperties::GM_SCOREMATCH:
case CSessionProperties::GM_FRAGMATCH:
sp.sp_ulSpawnFlags |= SPF_DEATHMATCH;
break;
}
}
static void SetDifficultyParameters(CSessionProperties &sp)
{
INDEX iDifficulty = gam_iStartDifficulty;
if (iDifficulty==4) {
sp.sp_bMental = TRUE;
iDifficulty=2;
} else {
sp.sp_bMental = FALSE;
}
sp.sp_gdGameDifficulty = (CSessionProperties::GameDifficulty) Clamp(INDEX(iDifficulty), -1, 3);
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switch (sp.sp_gdGameDifficulty) {
case CSessionProperties::GD_TOURIST:
sp.sp_ulSpawnFlags = SPF_EASY;//SPF_TOURIST; !!!!
sp.sp_fEnemyMovementSpeed = gam_afEnemyMovementSpeed [0];
sp.sp_fEnemyAttackSpeed = gam_afEnemyAttackSpeed [0];
sp.sp_fDamageStrength = gam_afDamageStrength [0];
sp.sp_fAmmoQuantity = gam_afAmmoQuantity [0];
break;
case CSessionProperties::GD_EASY:
sp.sp_ulSpawnFlags = SPF_EASY;
sp.sp_fEnemyMovementSpeed = gam_afEnemyMovementSpeed [1];
sp.sp_fEnemyAttackSpeed = gam_afEnemyAttackSpeed [1];
sp.sp_fDamageStrength = gam_afDamageStrength [1];
sp.sp_fAmmoQuantity = gam_afAmmoQuantity [1];
break;
default:
ASSERT(FALSE);
case CSessionProperties::GD_NORMAL:
sp.sp_ulSpawnFlags = SPF_NORMAL;
sp.sp_fEnemyMovementSpeed = gam_afEnemyMovementSpeed [2];
sp.sp_fEnemyAttackSpeed = gam_afEnemyAttackSpeed [2];
sp.sp_fDamageStrength = gam_afDamageStrength [2];
sp.sp_fAmmoQuantity = gam_afAmmoQuantity [2];
break;
case CSessionProperties::GD_HARD:
sp.sp_ulSpawnFlags = SPF_HARD;
sp.sp_fEnemyMovementSpeed = gam_afEnemyMovementSpeed [3];
sp.sp_fEnemyAttackSpeed = gam_afEnemyAttackSpeed [3];
sp.sp_fDamageStrength = gam_afDamageStrength [3];
sp.sp_fAmmoQuantity = gam_afAmmoQuantity [3];
break;
case CSessionProperties::GD_EXTREME:
sp.sp_ulSpawnFlags = SPF_EXTREME;
sp.sp_fEnemyMovementSpeed = gam_afEnemyMovementSpeed [4];
sp.sp_fEnemyAttackSpeed = gam_afEnemyAttackSpeed [4];
sp.sp_fDamageStrength = gam_afDamageStrength [4];
sp.sp_fAmmoQuantity = gam_afAmmoQuantity [4];
break;
}
}
// set properties for a single player session
void CGame::SetSinglePlayerSession(CSessionProperties &sp)
{
// clear
memset(&sp, 0, sizeof(sp));
SetDifficultyParameters(sp);
SetGameModeParameters(sp);
sp.sp_ulSpawnFlags&=~SPF_COOPERATIVE;
sp.sp_bEndOfGame = FALSE;
sp.sp_ctMaxPlayers = 1;
sp.sp_bWaitAllPlayers = FALSE;
sp.sp_bQuickTest = FALSE;
sp.sp_bCooperative = TRUE;
sp.sp_bSinglePlayer = TRUE;
sp.sp_bUseFrags = FALSE;
sp.sp_iScoreLimit = 0;
sp.sp_iFragLimit = 0;
sp.sp_iTimeLimit = 0;
sp.sp_ctCredits = 0;
sp.sp_ctCreditsLeft = 0;
sp.sp_tmSpawnInvulnerability = 0;
sp.sp_bTeamPlay = FALSE;
sp.sp_bFriendlyFire = FALSE;
sp.sp_bWeaponsStay = FALSE;
sp.sp_bPlayEntireGame = TRUE;
sp.sp_bAmmoStays = FALSE;
sp.sp_bHealthArmorStays = FALSE;
sp.sp_bAllowHealth = TRUE;
sp.sp_bAllowArmor = TRUE;
sp.sp_bInfiniteAmmo = FALSE;
sp.sp_bRespawnInPlace = FALSE;
sp.sp_fExtraEnemyStrength = 0;
sp.sp_fExtraEnemyStrengthPerPlayer = 0;
sp.sp_iBlood = Clamp( gam_iBlood, 0, 3);
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sp.sp_bGibs = gam_bGibs;
}
// set properties for a quick start session
void CGame::SetQuickStartSession(CSessionProperties &sp)
{
gam_iStartDifficulty = gam_iQuickStartDifficulty;
gam_iStartMode = gam_iQuickStartMode;
// same as single player
if (!gam_bQuickStartMP) {
SetSinglePlayerSession(sp);
} else {
SetMultiPlayerSession(sp);
}
// quick start type
sp.sp_bQuickTest = TRUE;
}
// set properties for a multiplayer session
void CGame::SetMultiPlayerSession(CSessionProperties &sp)
{
// clear
memset(&sp, 0, sizeof(sp));
SetDifficultyParameters(sp);
SetGameModeParameters(sp);
sp.sp_ulSpawnFlags&=~SPF_SINGLEPLAYER;
sp.sp_bEndOfGame = FALSE;
sp.sp_bQuickTest = FALSE;
sp.sp_bCooperative = sp.sp_gmGameMode==CSessionProperties::GM_COOPERATIVE;
sp.sp_bSinglePlayer = FALSE;
sp.sp_bPlayEntireGame = gam_bPlayEntireGame;
sp.sp_bUseFrags = sp.sp_gmGameMode==CSessionProperties::GM_FRAGMATCH;
sp.sp_bWeaponsStay = gam_bWeaponsStay;
sp.sp_bFriendlyFire = gam_bFriendlyFire;
sp.sp_ctMaxPlayers = gam_ctMaxPlayers;
sp.sp_bWaitAllPlayers = gam_bWaitAllPlayers;
sp.sp_bAmmoStays = gam_bAmmoStays ;
sp.sp_bHealthArmorStays = gam_bHealthArmorStays;
sp.sp_bAllowHealth = gam_bAllowHealth ;
sp.sp_bAllowArmor = gam_bAllowArmor ;
sp.sp_bInfiniteAmmo = gam_bInfiniteAmmo ;
sp.sp_bRespawnInPlace = gam_bRespawnInPlace ;
sp.sp_fManaTransferFactor = gam_fManaTransferFactor;
sp.sp_fExtraEnemyStrength = gam_fExtraEnemyStrength ;
sp.sp_fExtraEnemyStrengthPerPlayer = gam_fExtraEnemyStrengthPerPlayer;
sp.sp_iInitialMana = gam_iInitialMana;
sp.sp_iBlood = Clamp( gam_iBlood, 0, 3);
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sp.sp_bGibs = gam_bGibs;
sp.sp_tmSpawnInvulnerability = gam_tmSpawnInvulnerability;
sp.sp_bUseExtraEnemies = gam_bUseExtraEnemies;
// set credits and limits
if (sp.sp_bCooperative) {
sp.sp_ctCredits = gam_iCredits;
sp.sp_ctCreditsLeft = gam_iCredits;
sp.sp_iScoreLimit = 0;
sp.sp_iFragLimit = 0;
sp.sp_iTimeLimit = 0;
sp.sp_bAllowHealth = TRUE;
sp.sp_bAllowArmor = TRUE;
} else {
sp.sp_ctCredits = -1;
sp.sp_ctCreditsLeft = -1;
sp.sp_iScoreLimit = gam_iScoreLimit;
sp.sp_iFragLimit = gam_iFragLimit;
sp.sp_iTimeLimit = gam_iTimeLimit;
sp.sp_bWeaponsStay = FALSE;
sp.sp_bAmmoStays = FALSE;
sp.sp_bHealthArmorStays = FALSE;
if (sp.sp_bUseFrags) {
sp.sp_iScoreLimit = 0;
} else {
sp.sp_iFragLimit = 0;
}
}
}
BOOL IsMenuEnabled_(const CTString &strMenuName)
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{
if (strMenuName=="Single Player") {
return TRUE;
} else if (strMenuName=="Network" ) {
return TRUE;
} else if (strMenuName=="Split Screen" ) {
return TRUE;
} else if (strMenuName=="High Score" ) {
return TRUE;
} else if (strMenuName=="Training" ) {
return FALSE;
} else if (strMenuName=="Technology Test") {
return TRUE;
} else {
return TRUE;
}
}
BOOL IsMenuEnabledCfunc(void* pArgs)
{
CTString strMenuName = *NEXTARGUMENT(CTString*);
return IsMenuEnabled_(strMenuName);
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}
CTString GetGameTypeName(INDEX iMode)
{
switch (iMode) {
default:
return "";
break;
case CSessionProperties::GM_COOPERATIVE:
return TRANS("Cooperative");
break;
case CSessionProperties::GM_FLYOVER:
return TRANS("Flyover");
break;
case CSessionProperties::GM_SCOREMATCH:
return TRANS("Scorematch");
break;
case CSessionProperties::GM_FRAGMATCH:
return TRANS("Fragmatch");
break;
}
}
CTString GetGameTypeNameCfunc(void* pArgs)
{
INDEX iMode = NEXTARGUMENT(INDEX);
return GetGameTypeName(iMode);
}
CTString GetCurrentGameTypeName()
{
const CSessionProperties &sp = *GetSP();
return GetGameTypeName(sp.sp_gmGameMode);
}
CTString GetGameAgentRulesInfo(void)
{
CTString strOut;
CTString strKey;
const CSessionProperties &sp = *GetSP();
CTString strDifficulty;
if (sp.sp_bMental) {
strDifficulty = TRANS("Mental");
} else {
switch(sp.sp_gdGameDifficulty) {
case CSessionProperties::GD_TOURIST:
strDifficulty = TRANS("Tourist");
break;
case CSessionProperties::GD_EASY:
strDifficulty = TRANS("Easy");
break;
default:
ASSERT(FALSE);
case CSessionProperties::GD_NORMAL:
strDifficulty = TRANS("Normal");
break;
case CSessionProperties::GD_HARD:
strDifficulty = TRANS("Hard");
break;
case CSessionProperties::GD_EXTREME:
strDifficulty = TRANS("Serious");
break;
}
}
strKey.PrintF(";difficulty;%s", (const char*)strDifficulty);
strOut+=strKey;
strKey.PrintF(";friendlyfire;%d", sp.sp_bFriendlyFire?0:1);
strOut+=strKey;
strKey.PrintF(";weaponsstay;%d", sp.sp_bWeaponsStay?0:1);
strOut+=strKey;
strKey.PrintF(";ammostays;%d", sp.sp_bAmmoStays ?0:1); strOut+=strKey;
strKey.PrintF(";healthandarmorstays;%d", sp.sp_bHealthArmorStays ?0:1); strOut+=strKey;
strKey.PrintF(";allowhealth;%d", sp.sp_bAllowHealth ?0:1); strOut+=strKey;
strKey.PrintF(";allowarmor;%d", sp.sp_bAllowArmor ?0:1); strOut+=strKey;
strKey.PrintF(";infiniteammo;%d", sp.sp_bInfiniteAmmo ?0:1); strOut+=strKey;
strKey.PrintF(";respawninplace;%d", sp.sp_bRespawnInPlace ?0:1); strOut+=strKey;
if (sp.sp_bCooperative) {
if (sp.sp_ctCredits<0) {
strKey.PrintF(";credits;infinite");
strOut+=strKey;
} else if (sp.sp_ctCredits>0) {
strKey.PrintF(";credits;%d", sp.sp_ctCredits);
strOut+=strKey;
strKey.PrintF(";credits_left;%d", sp.sp_ctCreditsLeft);
strOut+=strKey;
}
} else {
if (sp.sp_bUseFrags && sp.sp_iFragLimit>0) {
strKey.PrintF(";fraglimit;%d", sp.sp_iFragLimit);
strOut+=strKey;
}
if (!sp.sp_bUseFrags && sp.sp_iScoreLimit>0) {
strKey.PrintF(";fraglimit;%d", sp.sp_iScoreLimit);
strOut+=strKey;
}
if (sp.sp_iTimeLimit>0) {
strKey.PrintF(";timelimit;%d", sp.sp_iTimeLimit);
strOut+=strKey;
}
}
strOut+=gam_strGameAgentExtras;
return strOut;
}
ULONG GetSpawnFlagsForGameType(INDEX iGameType)
{
switch(iGameType) {
default:
ASSERT(FALSE);
case CSessionProperties::GM_COOPERATIVE: return SPF_COOPERATIVE;
case CSessionProperties::GM_SCOREMATCH: return SPF_DEATHMATCH;
case CSessionProperties::GM_FRAGMATCH: return SPF_DEATHMATCH;
};
}
ULONG GetSpawnFlagsForGameTypeCfunc(void* pArgs)
{
INDEX iGameType = NEXTARGUMENT(INDEX);
return GetSpawnFlagsForGameType(iGameType);
}