mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-28 21:05:53 +01:00
9820436fbe
Touches a lot of code to remove long constants like "1L", so this patch is large and ugly, but I think it makes all those Clamp() calls look nicer in the long run. Most of the game is 64-bit clean, since we can build without assembly code now. I've marked the things that are obviously still wrong with STUBBED lines. That being said: a 64-bit build can already run the demos mostly correctly, so we're actually almost there! There are a few obvious things that are obviously wrong, to be fixed.
401 lines
12 KiB
C++
401 lines
12 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#include "StdAfx.h"
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#include "Game.h"
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extern FLOAT gam_afEnemyMovementSpeed[5];
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extern FLOAT gam_afEnemyAttackSpeed[5];
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extern FLOAT gam_afDamageStrength[5];
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extern FLOAT gam_afAmmoQuantity[5];
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extern FLOAT gam_fManaTransferFactor;
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extern FLOAT gam_fExtraEnemyStrength ;
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extern FLOAT gam_fExtraEnemyStrengthPerPlayer ;
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extern INDEX gam_iCredits;
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extern FLOAT gam_tmSpawnInvulnerability;
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extern INDEX gam_iScoreLimit;
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extern INDEX gam_iFragLimit;
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extern INDEX gam_iTimeLimit;
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extern INDEX gam_ctMaxPlayers;
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extern INDEX gam_bWaitAllPlayers;
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extern INDEX gam_bAmmoStays ;
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extern INDEX gam_bHealthArmorStays;
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extern INDEX gam_bAllowHealth ;
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extern INDEX gam_bAllowArmor ;
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extern INDEX gam_bInfiniteAmmo ;
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extern INDEX gam_bRespawnInPlace ;
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extern INDEX gam_bPlayEntireGame;
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extern INDEX gam_bWeaponsStay;
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extern INDEX gam_bFriendlyFire;
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extern INDEX gam_iInitialMana;
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extern INDEX gam_iQuickStartDifficulty;
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extern INDEX gam_iQuickStartMode;
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extern INDEX gam_bQuickStartMP;
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extern INDEX gam_iStartDifficulty;
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extern INDEX gam_iStartMode;
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extern INDEX gam_iBlood;
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extern INDEX gam_bGibs;
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extern INDEX gam_bUseExtraEnemies;
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extern CTString gam_strGameAgentExtras;
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static void SetGameModeParameters(CSessionProperties &sp)
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{
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sp.sp_gmGameMode = (CSessionProperties::GameMode) Clamp(INDEX(gam_iStartMode), -1, 2);
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switch (sp.sp_gmGameMode) {
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default:
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ASSERT(FALSE);
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case CSessionProperties::GM_COOPERATIVE:
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sp.sp_ulSpawnFlags |= SPF_SINGLEPLAYER|SPF_COOPERATIVE;
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break;
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case CSessionProperties::GM_FLYOVER:
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sp.sp_ulSpawnFlags |= SPF_FLYOVER|SPF_MASK_DIFFICULTY;
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break;
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case CSessionProperties::GM_SCOREMATCH:
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case CSessionProperties::GM_FRAGMATCH:
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sp.sp_ulSpawnFlags |= SPF_DEATHMATCH;
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break;
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}
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}
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static void SetDifficultyParameters(CSessionProperties &sp)
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{
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INDEX iDifficulty = gam_iStartDifficulty;
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if (iDifficulty==4) {
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sp.sp_bMental = TRUE;
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iDifficulty=2;
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} else {
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sp.sp_bMental = FALSE;
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}
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sp.sp_gdGameDifficulty = (CSessionProperties::GameDifficulty) Clamp(INDEX(iDifficulty), -1, 3);
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switch (sp.sp_gdGameDifficulty) {
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case CSessionProperties::GD_TOURIST:
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sp.sp_ulSpawnFlags = SPF_EASY;//SPF_TOURIST; !!!!
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sp.sp_fEnemyMovementSpeed = gam_afEnemyMovementSpeed [0];
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sp.sp_fEnemyAttackSpeed = gam_afEnemyAttackSpeed [0];
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sp.sp_fDamageStrength = gam_afDamageStrength [0];
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sp.sp_fAmmoQuantity = gam_afAmmoQuantity [0];
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break;
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case CSessionProperties::GD_EASY:
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sp.sp_ulSpawnFlags = SPF_EASY;
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sp.sp_fEnemyMovementSpeed = gam_afEnemyMovementSpeed [1];
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sp.sp_fEnemyAttackSpeed = gam_afEnemyAttackSpeed [1];
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sp.sp_fDamageStrength = gam_afDamageStrength [1];
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sp.sp_fAmmoQuantity = gam_afAmmoQuantity [1];
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break;
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default:
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ASSERT(FALSE);
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case CSessionProperties::GD_NORMAL:
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sp.sp_ulSpawnFlags = SPF_NORMAL;
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sp.sp_fEnemyMovementSpeed = gam_afEnemyMovementSpeed [2];
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sp.sp_fEnemyAttackSpeed = gam_afEnemyAttackSpeed [2];
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sp.sp_fDamageStrength = gam_afDamageStrength [2];
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sp.sp_fAmmoQuantity = gam_afAmmoQuantity [2];
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break;
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case CSessionProperties::GD_HARD:
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sp.sp_ulSpawnFlags = SPF_HARD;
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sp.sp_fEnemyMovementSpeed = gam_afEnemyMovementSpeed [3];
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sp.sp_fEnemyAttackSpeed = gam_afEnemyAttackSpeed [3];
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sp.sp_fDamageStrength = gam_afDamageStrength [3];
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sp.sp_fAmmoQuantity = gam_afAmmoQuantity [3];
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break;
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case CSessionProperties::GD_EXTREME:
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sp.sp_ulSpawnFlags = SPF_EXTREME;
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sp.sp_fEnemyMovementSpeed = gam_afEnemyMovementSpeed [4];
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sp.sp_fEnemyAttackSpeed = gam_afEnemyAttackSpeed [4];
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sp.sp_fDamageStrength = gam_afDamageStrength [4];
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sp.sp_fAmmoQuantity = gam_afAmmoQuantity [4];
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break;
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}
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}
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// set properties for a single player session
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void CGame::SetSinglePlayerSession(CSessionProperties &sp)
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{
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// clear
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memset(&sp, 0, sizeof(sp));
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SetDifficultyParameters(sp);
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SetGameModeParameters(sp);
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sp.sp_ulSpawnFlags&=~SPF_COOPERATIVE;
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sp.sp_bEndOfGame = FALSE;
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sp.sp_ctMaxPlayers = 1;
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sp.sp_bWaitAllPlayers = FALSE;
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sp.sp_bQuickTest = FALSE;
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sp.sp_bCooperative = TRUE;
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sp.sp_bSinglePlayer = TRUE;
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sp.sp_bUseFrags = FALSE;
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sp.sp_iScoreLimit = 0;
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sp.sp_iFragLimit = 0;
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sp.sp_iTimeLimit = 0;
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sp.sp_ctCredits = 0;
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sp.sp_ctCreditsLeft = 0;
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sp.sp_tmSpawnInvulnerability = 0;
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sp.sp_bTeamPlay = FALSE;
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sp.sp_bFriendlyFire = FALSE;
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sp.sp_bWeaponsStay = FALSE;
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sp.sp_bPlayEntireGame = TRUE;
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sp.sp_bAmmoStays = FALSE;
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sp.sp_bHealthArmorStays = FALSE;
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sp.sp_bAllowHealth = TRUE;
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sp.sp_bAllowArmor = TRUE;
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sp.sp_bInfiniteAmmo = FALSE;
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sp.sp_bRespawnInPlace = FALSE;
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sp.sp_fExtraEnemyStrength = 0;
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sp.sp_fExtraEnemyStrengthPerPlayer = 0;
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sp.sp_iBlood = Clamp( gam_iBlood, 0, 3);
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sp.sp_bGibs = gam_bGibs;
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}
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// set properties for a quick start session
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void CGame::SetQuickStartSession(CSessionProperties &sp)
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{
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gam_iStartDifficulty = gam_iQuickStartDifficulty;
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gam_iStartMode = gam_iQuickStartMode;
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// same as single player
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if (!gam_bQuickStartMP) {
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SetSinglePlayerSession(sp);
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} else {
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SetMultiPlayerSession(sp);
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}
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// quick start type
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sp.sp_bQuickTest = TRUE;
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}
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// set properties for a multiplayer session
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void CGame::SetMultiPlayerSession(CSessionProperties &sp)
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{
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// clear
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memset(&sp, 0, sizeof(sp));
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SetDifficultyParameters(sp);
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SetGameModeParameters(sp);
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sp.sp_ulSpawnFlags&=~SPF_SINGLEPLAYER;
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sp.sp_bEndOfGame = FALSE;
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sp.sp_bQuickTest = FALSE;
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sp.sp_bCooperative = sp.sp_gmGameMode==CSessionProperties::GM_COOPERATIVE;
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sp.sp_bSinglePlayer = FALSE;
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sp.sp_bPlayEntireGame = gam_bPlayEntireGame;
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sp.sp_bUseFrags = sp.sp_gmGameMode==CSessionProperties::GM_FRAGMATCH;
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sp.sp_bWeaponsStay = gam_bWeaponsStay;
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sp.sp_bFriendlyFire = gam_bFriendlyFire;
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sp.sp_ctMaxPlayers = gam_ctMaxPlayers;
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sp.sp_bWaitAllPlayers = gam_bWaitAllPlayers;
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sp.sp_bAmmoStays = gam_bAmmoStays ;
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sp.sp_bHealthArmorStays = gam_bHealthArmorStays;
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sp.sp_bAllowHealth = gam_bAllowHealth ;
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sp.sp_bAllowArmor = gam_bAllowArmor ;
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sp.sp_bInfiniteAmmo = gam_bInfiniteAmmo ;
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sp.sp_bRespawnInPlace = gam_bRespawnInPlace ;
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sp.sp_fManaTransferFactor = gam_fManaTransferFactor;
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sp.sp_fExtraEnemyStrength = gam_fExtraEnemyStrength ;
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sp.sp_fExtraEnemyStrengthPerPlayer = gam_fExtraEnemyStrengthPerPlayer;
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sp.sp_iInitialMana = gam_iInitialMana;
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sp.sp_iBlood = Clamp( gam_iBlood, 0, 3);
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sp.sp_bGibs = gam_bGibs;
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sp.sp_tmSpawnInvulnerability = gam_tmSpawnInvulnerability;
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sp.sp_bUseExtraEnemies = gam_bUseExtraEnemies;
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// set credits and limits
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if (sp.sp_bCooperative) {
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sp.sp_ctCredits = gam_iCredits;
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sp.sp_ctCreditsLeft = gam_iCredits;
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sp.sp_iScoreLimit = 0;
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sp.sp_iFragLimit = 0;
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sp.sp_iTimeLimit = 0;
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sp.sp_bAllowHealth = TRUE;
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sp.sp_bAllowArmor = TRUE;
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} else {
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sp.sp_ctCredits = -1;
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sp.sp_ctCreditsLeft = -1;
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sp.sp_iScoreLimit = gam_iScoreLimit;
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sp.sp_iFragLimit = gam_iFragLimit;
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sp.sp_iTimeLimit = gam_iTimeLimit;
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sp.sp_bWeaponsStay = FALSE;
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sp.sp_bAmmoStays = FALSE;
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sp.sp_bHealthArmorStays = FALSE;
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if (sp.sp_bUseFrags) {
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sp.sp_iScoreLimit = 0;
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} else {
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sp.sp_iFragLimit = 0;
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}
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}
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}
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BOOL IsMenuEnabled_(const CTString &strMenuName)
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{
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if (strMenuName=="Single Player") {
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return TRUE;
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} else if (strMenuName=="Network" ) {
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return TRUE;
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} else if (strMenuName=="Split Screen" ) {
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return TRUE;
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} else if (strMenuName=="High Score" ) {
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return TRUE;
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} else if (strMenuName=="Training" ) {
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return FALSE;
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} else if (strMenuName=="Technology Test") {
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return TRUE;
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} else {
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return TRUE;
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}
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}
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BOOL IsMenuEnabledCfunc(void* pArgs)
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{
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CTString strMenuName = *NEXTARGUMENT(CTString*);
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return IsMenuEnabled_(strMenuName);
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}
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CTString GetGameTypeName(INDEX iMode)
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{
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switch (iMode) {
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default:
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return "";
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break;
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case CSessionProperties::GM_COOPERATIVE:
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return TRANS("Cooperative");
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break;
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case CSessionProperties::GM_FLYOVER:
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return TRANS("Flyover");
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break;
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case CSessionProperties::GM_SCOREMATCH:
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return TRANS("Scorematch");
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break;
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case CSessionProperties::GM_FRAGMATCH:
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return TRANS("Fragmatch");
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break;
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}
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}
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CTString GetGameTypeNameCfunc(void* pArgs)
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{
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INDEX iMode = NEXTARGUMENT(INDEX);
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return GetGameTypeName(iMode);
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}
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CTString GetCurrentGameTypeName()
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{
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const CSessionProperties &sp = *GetSP();
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return GetGameTypeName(sp.sp_gmGameMode);
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}
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CTString GetGameAgentRulesInfo(void)
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{
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CTString strOut;
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CTString strKey;
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const CSessionProperties &sp = *GetSP();
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CTString strDifficulty;
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if (sp.sp_bMental) {
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strDifficulty = TRANS("Mental");
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} else {
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switch(sp.sp_gdGameDifficulty) {
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case CSessionProperties::GD_TOURIST:
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strDifficulty = TRANS("Tourist");
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break;
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case CSessionProperties::GD_EASY:
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strDifficulty = TRANS("Easy");
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break;
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default:
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ASSERT(FALSE);
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case CSessionProperties::GD_NORMAL:
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strDifficulty = TRANS("Normal");
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break;
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case CSessionProperties::GD_HARD:
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strDifficulty = TRANS("Hard");
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break;
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case CSessionProperties::GD_EXTREME:
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strDifficulty = TRANS("Serious");
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break;
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}
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}
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strKey.PrintF(";difficulty;%s", (const char*)strDifficulty);
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strOut+=strKey;
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strKey.PrintF(";friendlyfire;%d", sp.sp_bFriendlyFire?0:1);
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strOut+=strKey;
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strKey.PrintF(";weaponsstay;%d", sp.sp_bWeaponsStay?0:1);
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strOut+=strKey;
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strKey.PrintF(";ammostays;%d", sp.sp_bAmmoStays ?0:1); strOut+=strKey;
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strKey.PrintF(";healthandarmorstays;%d", sp.sp_bHealthArmorStays ?0:1); strOut+=strKey;
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strKey.PrintF(";allowhealth;%d", sp.sp_bAllowHealth ?0:1); strOut+=strKey;
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strKey.PrintF(";allowarmor;%d", sp.sp_bAllowArmor ?0:1); strOut+=strKey;
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strKey.PrintF(";infiniteammo;%d", sp.sp_bInfiniteAmmo ?0:1); strOut+=strKey;
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strKey.PrintF(";respawninplace;%d", sp.sp_bRespawnInPlace ?0:1); strOut+=strKey;
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if (sp.sp_bCooperative) {
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if (sp.sp_ctCredits<0) {
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strKey.PrintF(";credits;infinite");
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strOut+=strKey;
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} else if (sp.sp_ctCredits>0) {
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strKey.PrintF(";credits;%d", sp.sp_ctCredits);
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strOut+=strKey;
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strKey.PrintF(";credits_left;%d", sp.sp_ctCreditsLeft);
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strOut+=strKey;
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}
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} else {
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if (sp.sp_bUseFrags && sp.sp_iFragLimit>0) {
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strKey.PrintF(";fraglimit;%d", sp.sp_iFragLimit);
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strOut+=strKey;
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}
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if (!sp.sp_bUseFrags && sp.sp_iScoreLimit>0) {
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strKey.PrintF(";fraglimit;%d", sp.sp_iScoreLimit);
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strOut+=strKey;
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}
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if (sp.sp_iTimeLimit>0) {
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strKey.PrintF(";timelimit;%d", sp.sp_iTimeLimit);
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strOut+=strKey;
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}
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}
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strOut+=gam_strGameAgentExtras;
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return strOut;
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}
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ULONG GetSpawnFlagsForGameType(INDEX iGameType)
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{
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switch(iGameType) {
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default:
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ASSERT(FALSE);
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case CSessionProperties::GM_COOPERATIVE: return SPF_COOPERATIVE;
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case CSessionProperties::GM_SCOREMATCH: return SPF_DEATHMATCH;
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case CSessionProperties::GM_FRAGMATCH: return SPF_DEATHMATCH;
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};
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}
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ULONG GetSpawnFlagsForGameTypeCfunc(void* pArgs)
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{
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INDEX iGameType = NEXTARGUMENT(INDEX);
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return GetSpawnFlagsForGameType(iGameType);
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}
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