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