/* 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. */ #include "StdAfx.h" #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); 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); 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); 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); 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) { 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); } 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); }