mirror of
https://github.com/ptitSeb/Serious-Engine
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314 lines
10 KiB
C++
314 lines
10 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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#ifndef __GAME_H
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#define __GAME_H 1
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#include <GameMP/PlayerSettings.h>
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#include <GameMP/SessionProperties.h>
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#define GAME_SHELL_VER "V012"
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#define AXIS_ACTIONS_CT 9
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#define SENSITIVITY_SLIDER_POSITIONS 25
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// all available axis-actions are listed here
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#define AXIS_MOVE_UD 0
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#define AXIS_MOVE_LR 1
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#define AXIS_MOVE_FB 2
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#define AXIS_TURN_UD 3
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#define AXIS_TURN_LR 4
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#define AXIS_TURN_BK 5
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#define AXIS_LOOK_UD 6
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#define AXIS_LOOK_LR 7
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#define AXIS_LOOK_BK 8
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enum ConsoleState {
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CS_OFF,
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CS_ON,
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CS_TURNINGON,
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CS_TURNINGOFF,
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CS_ONINBACKGROUND,
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CS_TALK,
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};
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class CGameTimerHandler : public CTimerHandler
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{
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public:
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/* This is called every TickQuantum seconds. */
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virtual void HandleTimer(void);
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};
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class CAxisAction {
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public:
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INDEX aa_iAxisAction; // to which axis this object referes to
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FLOAT aa_fSensitivity; // percentage of maximum sensitivity (0..100)
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FLOAT aa_fDeadZone; // percentage of deadzone (0..100)
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BOOL aa_bInvert; // if controler's axis should be inverted
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BOOL aa_bRelativeControler; // if this is controler of type "relative"
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BOOL aa_bSmooth; // if controler's axis should be smoothed
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// this is value for applying to "angle" or "movement" and it
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// is calculated from invert flag and sensitivity attributes
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// (i.e. for rotation colud be: AXIS_ROTATION_SPEED*sensitivity*(-1)(if should invert axis)
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FLOAT aa_fAxisInfluence;
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FLOAT aa_fLastReading; // last reading of this axis (for smoothing)
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FLOAT aa_fAbsolute; // absolute value of the axis (integrated from previous readings)
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};
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class CButtonAction {
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public:
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// default constructor
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CButtonAction();
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CListNode ba_lnNode;
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INDEX ba_iFirstKey;
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BOOL ba_bFirstKeyDown;
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INDEX ba_iSecondKey;
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BOOL ba_bSecondKeyDown;
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CTString ba_strName;
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CTString ba_strCommandLineWhenPressed;
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CTString ba_strCommandLineWhenReleased;
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// Assignment operator.
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virtual CButtonAction &operator=(CButtonAction &baOriginal);
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virtual void Read_t( CTStream &istrm); // throw char*
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virtual void Write_t( CTStream &ostrm); // throw char*
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};
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/*
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* Class containing information concerning controls system
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*/
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class CControls {
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public:
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// list of mounted button actions
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CListHead ctrl_lhButtonActions;
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// objects describing mounted controler's axis (mouse L/R, joy U/D) and their
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// attributes (sensitivity, intvertness, type (relative/absolute) ...)
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CAxisAction ctrl_aaAxisActions[ AXIS_ACTIONS_CT];
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FLOAT ctrl_fSensitivity; // global sensitivity for all axes
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BOOL ctrl_bInvertLook; // inverts up/down looking
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BOOL ctrl_bSmoothAxes; // smooths axes movements
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// operations
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CControls(void); // default constructor
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virtual ~CControls(void); // default destructor
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// Assignment operator.
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virtual CControls &operator=(CControls &ctrlOriginal);
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// depending on axis attributes and type (rotation or translation), calculates axis
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// influence factors for all axis actions
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virtual void CalculateInfluencesForAllAxis(void);
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// get current reading of an axis
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virtual FLOAT GetAxisValue(INDEX iAxis);
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// check if these controls use any joystick
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virtual BOOL UsesJoystick(void);
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// switches button and axis action mounters to defaults
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virtual void SwitchAxesToDefaults(void);
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virtual void SwitchToDefaults(void);
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virtual void DoButtonActions(void);
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virtual void CreateAction(const CPlayerCharacter &pc, CPlayerAction &paAction, BOOL bPreScan);
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virtual CButtonAction &AddButtonAction(void);
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virtual void RemoveButtonAction( CButtonAction &baButtonAction);
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virtual void Load_t( CTFileName fnFile); // throw char *
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virtual void Save_t( CTFileName fnFile); // throw char *
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};
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class CLocalPlayer
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{
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public:
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// Attributes
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BOOL lp_bActive;
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INDEX lp_iPlayer;
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CPlayerSource *lp_pplsPlayerSource;
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UBYTE lp_ubPlayerControlsState[2048]; // current state of player controls that are local to the player
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// Construction
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CLocalPlayer( void)
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{
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lp_pplsPlayerSource = NULL;
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lp_bActive = FALSE;
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memset(lp_ubPlayerControlsState, 0, sizeof(lp_ubPlayerControlsState)) ;
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};
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};
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#define HIGHSCORE_COUNT 10
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class CHighScoreEntry {
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public:
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CTString hse_strPlayer;
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enum CSessionProperties::GameDifficulty hse_gdDifficulty;
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TIME hse_tmTime;
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INDEX hse_ctKills;
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INDEX hse_ctScore;
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public:
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CHighScoreEntry(void);
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};
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/*
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* Class responsible for handling game interface
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*/
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class CGame {
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public:
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enum ConsoleState gm_csConsoleState;
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enum ConsoleState gm_csComputerState;
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CTFileName gm_fnSaveFileName;
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CTString gam_strCustomLevel;
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CTString gam_strSessionName;
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CTString gam_strJoinAddress;
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CTString gam_strConsoleInputBuffer;
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CTString gm_astrAxisNames[AXIS_ACTIONS_CT];
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CHighScoreEntry gm_ahseHighScores[HIGHSCORE_COUNT];
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INDEX gm_iLastSetHighScore;
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CPlayerCharacter gm_apcPlayers[8];
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CControls gm_actrlControls[8];
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CControls gm_ctrlControlsExtra;
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INDEX gm_iSinglePlayer;
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INDEX gm_iWEDSinglePlayer;
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enum SplitScreenCfg {
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SSC_DEDICATED = -2,
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SSC_OBSERVER = -1,
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SSC_PLAY1 = 0,
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SSC_PLAY2 = 1,
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SSC_PLAY3 = 2,
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SSC_PLAY4 = 3,
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};
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enum SplitScreenCfg gm_MenuSplitScreenCfg;
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enum SplitScreenCfg gm_StartSplitScreenCfg;
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enum SplitScreenCfg gm_CurrentSplitScreenCfg;
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// Attributes
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CGameTimerHandler m_gthGameTimerHandler;
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BOOL gm_bGameOn;
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BOOL gm_bMenuOn; // set by serioussam.exe to notify that menu is active
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BOOL gm_bFirstLoading; // set by serioussam.exe to notify first loading
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BOOL gm_bProfileDemo; // demo profiling required
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// network provider itself
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CNetworkProvider gm_npNetworkProvider;
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// network provider's description
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CTString gm_strNetworkProvider;
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// controls that are local to each player
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SLONG gm_slPlayerControlsSize;
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void *gm_pvGlobalPlayerControls;
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// index of local player
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// (-1) if not active
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INDEX gm_aiMenuLocalPlayers[ 4];
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INDEX gm_aiStartLocalPlayers[ 4];
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// players that are currently playing on local machine (up to 4)
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CLocalPlayer gm_lpLocalPlayers[ 4];
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// Operations
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void InitInternal(void);
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void EndInternal(void);
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BOOL StartProviderFromName(void);
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void SetupLocalPlayers( void);
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BOOL AddPlayers(void);
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SLONG PackHighScoreTable(void);
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void RecordHighScore(void);
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void UnpackHighScoreTable(SLONG slSize);
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void SaveThumbnail(const CTFileName &fnm);
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CTFileName GetQuickSaveName(BOOL bSave);
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void GameHandleTimer(void);
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virtual void LoadPlayersAndControls(void);
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virtual void SavePlayersAndControls(void);
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virtual void Load_t( void);
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virtual void Save_t( void);
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// set properties for a quick start session
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virtual void SetQuickStartSession(CSessionProperties &sp);
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// set properties for a single player session
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virtual void SetSinglePlayerSession(CSessionProperties &sp);
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// set properties for a multiplayer session
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virtual void SetMultiPlayerSession(CSessionProperties &sp);
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// game loop functions
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#define GRV_SHOWEXTRAS (1L<<0) // add extra stuff like console, weapon, pause
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virtual void GameRedrawView(CDrawPort *pdpDrawport, ULONG ulFlags);
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virtual void GameMainLoop(void);
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// console functions
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virtual void ConsoleKeyDown(MSG msg);
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virtual void ConsoleChar(MSG msg);
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virtual void ConsoleRender(CDrawPort *pdpDrawport);
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virtual void ConsolePrintLastLines(CDrawPort *pdpDrawport);
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// computer functions
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virtual void ComputerMouseMove(PIX pixX, PIX pixY);
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virtual void ComputerKeyDown(MSG msg);
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virtual void ComputerRender(CDrawPort *pdpDrawport);
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virtual void ComputerForceOff();
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// loading hook functions
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virtual void EnableLoadingHook(CDrawPort *pdpDrawport);
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virtual void DisableLoadingHook(void);
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// get default description for a game (for save games/demos)
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virtual CTString GetDefaultGameDescription(BOOL bWithInfo);
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// game start/end functions
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virtual BOOL NewGame(const CTString &strSessionName, const CTFileName &fnWorld,
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class CSessionProperties &sp);
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virtual BOOL JoinGame(CNetworkSession &session);
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virtual BOOL LoadGame(const CTFileName &fnGame);
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virtual BOOL SaveGame(const CTFileName &fnGame);
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virtual void StopGame(void);
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virtual BOOL StartDemoPlay(const CTFileName &fnDemo);
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virtual BOOL StartDemoRec(const CTFileName &fnDemo);
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virtual void StopDemoRec(void);
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virtual INDEX GetPlayersCount(void);
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virtual INDEX GetLivePlayersCount(void);
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// printout and dump extensive demo profile report
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virtual CTString DemoReportFragmentsProfile( INDEX iRate);
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virtual CTString DemoReportAnalyzedProfile(void);
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// functions called from world editor
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virtual void Initialize(const CTFileName &fnGameSettings);
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virtual void End(void);
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virtual void QuickTest(const CTFileName &fnMapName,
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CDrawPort *pdpDrawport, CViewPort *pvpViewport);
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// interface rendering functions
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virtual void LCDInit(void);
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virtual void LCDEnd(void);
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virtual void LCDPrepare(FLOAT fFade);
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virtual void LCDSetDrawport(CDrawPort *pdp);
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virtual void LCDDrawBox(PIX pixUL, PIX pixDR, PIXaabbox2D &box, COLOR col);
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virtual void LCDScreenBox(COLOR col);
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virtual void LCDScreenBoxOpenLeft(COLOR col);
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virtual void LCDScreenBoxOpenRight(COLOR col);
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virtual void LCDRenderClouds1(void);
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virtual void LCDRenderClouds2(void);
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void LCDRenderCloudsForComp(void);
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void LCDRenderCompGrid(void);
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virtual void LCDRenderGrid(void);
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virtual void LCDDrawPointer(PIX pixI, PIX pixJ);
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virtual COLOR LCDGetColor(COLOR colDefault, const char *strName);
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virtual COLOR LCDFadedColor(COLOR col);
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virtual COLOR LCDBlinkingColor(COLOR col0, COLOR col1);
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// menu interface functions
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virtual void MenuPreRenderMenu(const char *strMenuName);
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virtual void MenuPostRenderMenu(const char *strMenuName);
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};
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#endif
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