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Gameplay.cpp
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// Datei : Gameplay.cpp
// --------------------------------------------------------------------------------------
//
// Beinhaltet den Haupt Game-Loop
//
// (c) 2002 Jörg M. Winterstein
//
// --------------------------------------------------------------------------------------
// --------------------------------------------------------------------------------------
// Includes
// --------------------------------------------------------------------------------------
#include "Gameplay.hpp"
#include <stdio.h>
#include "Console.hpp"
#include "DX8Font.hpp"
#include "DX8Graphics.hpp"
#include "DX8Input.hpp"
#include "DX8Sound.hpp"
#include "DX8Sprite.hpp"
#include "GUISystem.hpp"
#include "Gegner_Helper.hpp"
#include "HUD.hpp"
#include "Logdatei.hpp"
#include "Main.hpp"
#include "Menu.hpp"
#include "Partikelsystem.hpp"
#include "Player.hpp"
#include "Projectiles.hpp"
#include "Tileengine.hpp"
#include "Timer.hpp"
// --------------------------------------------------------------------------------------
// Gameplay Variablen
// --------------------------------------------------------------------------------------
int MAX_LEVELS = 0;
int NUMPLAYERS = 1;
float FahrstuhlPos = -1.0f;
float WackelMaximum = 0.0f; // Maximaler Screen-Wackel Ausschlag
float WackelValue = 0.0f; // Aktueller Screen-Wackel Ausschlag
float WackelDir = 0.0f; // Aktuelle Wackel-Richtung
float WackelSpeed = 0.0f; // Aktuelle Wackel-Geschwindigkeit
float ScreenWinkel = 0.0f; // in welchem zWinkel steht der Screen grad (für säulen, die das Level zum Kippen bringen)
float WarningCount = 0.0f; // Counter, ob ein "Warning" angezeigt wird
bool JoystickFound;
bool UseForceFeedback = false; // ForceFeedback benutzen?
bool ShowSummary = false;
long DEMOPress = 0; // Counter bis zum nächsten Tastendruck
bool DEMORecording = false; // demo wird grad aufgenommen
bool DEMOPlaying = false; // demo spielt gradf ab
std::fstream DEMOFile; // Datei in der das Demo gespeichert wird
bool FlameThrower = false;
bool HasCheated = false;
bool RunningTutorial = false;
constexpr const char* DEMO_ID = "Hurrican Demo File"; // Kennung
constexpr const char* CONFIGFILE = "Hurrican.cfg"; // Name der Konfigurationsdatei
constexpr const char* DEFAULT_LANG_FILE = "english.lng";
std::string StageReihenfolge[256];
int options_Detail;
bool StopStageMusicAtStart;
bool FlugsackFliesFree;
int DisplayHintNr = -1;
const int TextureCount[10] = {
117, // Tutorial
106, // Stages
109,
87,
82,
130,
118,
135,
88,
127
};
// --------------------------------------------------------------------------------------
// Ein neues Spiel initialisieren
// --------------------------------------------------------------------------------------
void InitNewGame() {
FlameThrower = false;
HasCheated = false;
int NumTextures = 0;
for (int p = 0; p < NUMPLAYERS; p++) {
if (!Player[p].SpritesLoaded)
NumTextures += 28;
}
pMenu->StartProgressBar(NumTextures);
for (int p = 0; p < NUMPLAYERS; p++) {
Player[p].Handlung = PlayerActionEnum::STEHEN;
Player[p].InitPlayer(p); // DKS: InitPlayer now takes argument specifying which
// player number each player is. InitPlayer will
// also load each player's set of sprites if they
// haven't been already.
Player[p].InitNewLevel();
Player[p].SecretFullGame = 0;
Player[p].DiamondsFullGame = 0;
Player[p].LivesFullGame = 0;
Player[p].BlocksFullGame = 0;
// nur im Tutorial Level
if (RunningTutorial)
Player[p].GodMode = true;
}
HUD.deactivateBossHUD();
}
// --------------------------------------------------------------------------------------
// Ein neues Level initialisieren und Level "Stage'Nr'.map" laden
// --------------------------------------------------------------------------------------
void InitNewGameLevel() {
SoundManager.StopSong(MUSIC::STAGEMUSIC, false);
// DKS - Might as well stop any boss music too:
SoundManager.StopSong(MUSIC::BOSS, false);
WarningCount = 0.0f;
ScreenWinkel = 0.0f;
for (int p = 0; p < NUMPLAYERS; p++) {
Player[p].ExplodingTimer = 0.0f;
Player[p].InitNewLevel();
}
// Externes Level aus Command Line laden ?
//
int NumTextures = 75; // unknown, use a default
std::string Name;
if (!CommandLineParams.RunUserLevel) {
// Nein, dann normales Level in der Reihenfolge laden oder Tutorial Level
if (RunningTutorial) {
Name = "tutorial.map";
NumTextures = TextureCount[0];
} else {
Name = StageReihenfolge[Stage - 1];
NumTextures = TextureCount[Stage];
}
} else
Name = CommandLineParams.UserLevelName;
pMenu->StartProgressBar(NumTextures);
// und Level endlich laden
if (!TileEngine.LoadLevel(Name)) {
SpielZustand = GameStateEnum::MAINMENU;
pMenu->AktuellerZustand = MENUPUNKT_STARTGAME;
Stage = -1;
NewStage = -1;
return;
}
// Songs mit Namen aus dem Levelfile Laden
SoundManager.LoadSong(TileEngine.GetSong(0), MUSIC::STAGEMUSIC);
SoundManager.LoadSong(TileEngine.GetSong(1), MUSIC::BOSS);
// DKS - Renamed
// SoundManager.ResetAllSongVolumes();
SoundManager.ResetAllSoundVolumes();
pMenu->ResetProgressBar();
DisplayLoadInfo("");
Timer.wait(1000);
Timer.update();
// Menu Musik ausfaden
// DKS - Was already commented out:
// SoundManager.FadeSong (MUSIC::LOADING, -10.0f, 0, false);
// DKS - Added function SongIsPlaying() to SoundManagerClass:
if (SoundManager.SongIsPlaying(MUSIC::MENU)) {
SoundManager.FadeSong(MUSIC::MENU, -10.0f, 0, false);
// DKS - FadeSong above will stop the song once fade is complete, with its false parameter (last one)
// while (SoundManager.its_Songs[MUSIC::MENU]->FadingVolume != 0.0f)
while (SoundManager.SongIsPlaying(MUSIC::MENU)) {
// Timer updaten
Timer.update();
Timer.wait();
SoundManager.Update();
}
}
// Level-Musik abspielen
if (!StopStageMusicAtStart)
SoundManager.PlaySong(MUSIC::STAGEMUSIC, false);
FahrstuhlPos = -1.0f;
SpielZustand = GameStateEnum::GAMELOOP;
}
// --------------------------------------------------------------------------------------
// Game Over Schriftzug anzeigen
// --------------------------------------------------------------------------------------
void ShowGameOver() {
// DKS - This is not needed, and SDLPort/SDL_fmod.cpp now supports specifying if a song
// is to be played looped in a new parameter to PlaySong(). This was causing
// game-over music to never be heard in the SDL port.
//// Game Over Musik anhalten wenn sie beendet wurde
// if (MUSIC::IsFinished(SoundManager.its_Songs[MUSIC::GAMEOVER]->SongData))
// SoundManager.StopSong(MUSIC::GAMEOVER, false);
// Transparent Wert des Game Over Schriftzuges bestimmen
int col = static_cast<int>((50.0f - Player[0].GameOverTimer) * 10.0f);
if (col > 255) // Obergrenze checken
col = 255;
TileEngine.GameOver.RenderSprite((RENDERWIDTH - 400) * 0.5f, (RENDERHEIGHT - 90) * 0.5f, D3DCOLOR_RGBA(255, 255, 255, col));
Player[0].GameOverTimer -= Timer.sync(0.75f);
// GameOver vorbei ?
// Dann schön alle löschen und auf ein neues Spiel vorbereiten
if (Player[0].GameOverTimer <= 0.0f) {
Player[0].GameOverTimer = 0.0f;
pMenu->CheckForNewHighscore();
Console.Hide();
Stage = -1;
}
}
// --------------------------------------------------------------------------------------
// Haupt-Spielablauf
// --------------------------------------------------------------------------------------
void GameLoop() {
HUD.bShowArrow = false;
// DKS - There is no need to clear the screen in the game loop, as a full-screen
// non-transparent background texture is always drawn first, and other
// portions of the game like the Cracktro or main menu have already
// cleared any larger-than-640x480 rendering textures in use if FBOs
// are enabled. Disabling screen-clear here helps embedded platforms
// which have very limited fill-rate.
#if 0 // DKS-DISABLED SCREEN CLEAR IN MAIN GAME LOOP
// Total löschen
DirectGraphics.ClearBackBuffer();
#endif // 0
TileEngine.NewXOffset = -1;
TileEngine.NewYOffset = -1;
constexpr float SPD_INC = 0.3f;
float const SpeedFaktorMax = Timer.getSpeedFactor();
int chunks = 1;
// If the hardware can not render fast enough the logic catch up becomes too large
// In this case the logic needs to be broken up into chunks
if (SpeedFaktorMax > SPD_INC) {
chunks = ceilf(SpeedFaktorMax / SPD_INC);
Timer.setSpeedFactor(SpeedFaktorMax / chunks);
}
// Run the Logic
for (int i = 0; i < chunks; i++) {
for (int p = 0; p < NUMPLAYERS; p++) {
Player[p].WasDamaged = false;
if (!Console.Showing && Player[p].Handlung != PlayerActionEnum::TOT) {
if (Player[p].GameOverTimer == 0.0f) {
// Spieler-Eingabe abfragen
Player[p].GetPlayerInput();
Player[p].AnimatePlayer();
Player[p].MovePlayer();
}
}
Player[p].GegnerDran = false;
// Spieler bewegen
if (p == 0 && !Console.Showing)
Player[p].ScrollFlugsack();
}
// Spieler auf einer Plattform ?
for (int p = 0; p < NUMPLAYERS; p++)
if (Player[p].AufPlattform != nullptr)
Player[p].DoPlattformStuff();
// Gegner bewegen
if (!Console.Showing)
Gegner.RunAll();
// Level checken
if (!Console.Showing)
TileEngine.UpdateLevel();
TileEngine.CheckBounds();
}
Timer.setSpeedFactor(SpeedFaktorMax); // Restore the factor so other logic can stay in sync
if (SpielZustand != GameStateEnum::GAMELOOP)
return;
// Hintergrund und Parallax Layer anzeigen
DirectGraphics.SetColorKeyMode();
TileEngine.CalcRenderRange();
TileEngine.DrawBackground();
// Evtl. rotieren, wenn Screen wackelt
if (WackelMaximum > 0.0f)
ScreenWackeln();
// Level anzeigen
TileEngine.DrawBackLevel();
TileEngine.DrawFrontLevel();
// Gegner anzeigen
Gegner.RenderAll();
// Spieler anzeigen
for (int p = 0; p < NUMPLAYERS; p++) {
Player[p].AlreadyDrawn = false;
Player[p].DrawPlayer(false, false);
if (Player[p].BlinkCounter > 0.0f) // noch farbig blinken vom PowerUp?
{
if (Player[p].BlinkCounter < 4.0f) {
int a = static_cast<int>((Player[p].BlinkCounter) * 63.0f);
if (Player[p].BlinkColor == 1)
Player[p].CurrentColor = D3DCOLOR_RGBA(255, 64, 64, a);
else if (Player[p].BlinkColor == 2)
Player[p].CurrentColor = D3DCOLOR_RGBA(64, 64, 255, a);
else if (Player[p].BlinkColor == 3)
Player[p].CurrentColor = D3DCOLOR_RGBA(64, 255, 64, a);
else if (Player[p].BlinkColor == 4)
Player[p].CurrentColor = D3DCOLOR_RGBA(128, 192, 255, a);
Player[p].DrawPlayer(true, true);
Player[p].DrawPlayer(true, true);
Player[p].DrawPlayer(false, true);
}
Player[p].BlinkCounter -= Timer.sync(0.5f);
} else if (Player[p].WasDamaged)
Player[p].DrawPlayer(true, false);
}
// Schüsse abhandeln
Projectiles.DoProjectiles();
// Partikel abhandeln
PartikelSystem.DoPartikel();
// Overlay Tiles des Levels zeigen und Spieler und Objekte verdecken
DirectGraphics.SetColorKeyMode();
TileEngine.DrawWater();
TileEngine.DrawBackLevelOverlay();
TileEngine.DrawOverlayLevel();
TileEngine.DrawShadow();
// HUD anhandeln
HUD.DoHUD();
// ggf. BossHUD anzeigen
HUD.RenderBossHUD();
// Pisstext anzeigen
ShowPissText();
// evtl Warning Schild rendern
if (WarningCount > 0.0f) {
int a = static_cast<int>(WarningCount * 2.55f);
D3DCOLOR Col = D3DCOLOR_RGBA(255, 255, 255, a);
DirectGraphics.SetFilterMode(true);
float off = 100.0f - WarningCount;
pGegnerGrafix[WARNING]->SetRect(0, 0, 180, 40);
pGegnerGrafix[WARNING]->RenderSpriteScaled(230.0f - off * 4.5f / 4.0f, 390.0f - off / 4.0f,
180 + static_cast<int>(off * 4.5f / 2.0f),
40 + static_cast<int>(off * 1.0f / 2.0f), Col);
DirectGraphics.SetFilterMode(false);
DirectGraphics.SetColorKeyMode();
}
// Blitz und andere Partikel rendern, die alles überlagern
PartikelSystem.DoThunder();
if (!Console.Showing) {
// Waffen 1-3 auswählen
if (KeyDown(DIK_1))
Player[0].SelectedWeapon = 0;
if (KeyDown(DIK_2) && Player[0].CurrentWeaponLevel[1] > 0)
Player[0].SelectedWeapon = 1;
if (KeyDown(DIK_3) && Player[0].CurrentWeaponLevel[2] > 0)
Player[0].SelectedWeapon = 2;
for (int p = 0; p < NUMPLAYERS; p++)
if (Player[p].Handlung != PlayerActionEnum::TOT)
Player[p].CheckForExplode();
}
// Game-Over Schrift anzeigen ?
if (Player[0].GameOverTimer > 0.0f)
ShowGameOver();
// Gameloop verlassen ?
if ((KeyDown(DIK_ESCAPE) || DirectInput.Joysticks[Player[0].JoystickIndex].ButtonStartPressed())
&& Player[0].GameOverTimer == 0.0f)
LeaveGameLoop();
#if defined(GCW)
// On GCW Zero, same check as above, but using the internal controls
if (DirectInput.InternalJoystickMainMenuButtonDown() && Player[0].GameOverTimer == 0.0f)
LeaveGameLoop();
#endif // GCW
/*
if (KeyDown(DIK_F1)) Player[0].CurrentWeaponLevel[Player[0].SelectedWeapon] = 1;
if (KeyDown(DIK_F2)) Player[0].CurrentWeaponLevel[Player[0].SelectedWeapon] = 2;
if (KeyDown(DIK_F3)) Player[0].CurrentWeaponLevel[Player[0].SelectedWeapon] = 3;
if (KeyDown(DIK_F4)) Player[0].CurrentWeaponLevel[Player[0].SelectedWeapon] = 4;
if (KeyDown(DIK_F5)) Player[0].CurrentWeaponLevel[Player[0].SelectedWeapon] = 5;
if (KeyDown(DIK_F6)) Player[0].CurrentWeaponLevel[Player[0].SelectedWeapon] = 6;
if (KeyDown(DIK_F7)) Player[0].CurrentWeaponLevel[Player[0].SelectedWeapon] = 7;
if (KeyDown(DIK_F8)) Player[0].CurrentWeaponLevel[Player[0].SelectedWeapon] = 8;
*/
if (DEMORecording)
pDefaultFont->DrawText(10, 455, "Recording demo", D3DCOLOR_RGBA(255, 255, 255, 255));
} // GameLoop
// --------------------------------------------------------------------------------------
// Game Loop verlassen
// --------------------------------------------------------------------------------------
void LeaveGameLoop() {
// Movespeed wieder richtig setzen
Timer.SetMoveSpeed(10.0f);
// Message Box verstecken
GUI.HideBoxFast();
// Console verstecken
Console.Hide();
// Schrift im Menu neu einfaden
pMenu->Rotation = 0.0f;
pMenu->RotationDir = 1;
// Ins Hauptmenu wechseln
SpielZustand = GameStateEnum::MAINMENU;
pMenu->AktuellerZustand = MENUZUSTAND_MAINMENU;
if (Player[0].Lives == -1 && Player[1].Lives == -1)
// DKS - If game is over, make main menu selection be "Start New Game"
pMenu->AktuellerPunkt = MENUPUNKT_STARTGAME;
else
// DKS - If the game was not over yet, make the main menu selection be "Back To Game"
pMenu->AktuellerPunkt = MENUPUNKT_CONTINUEGAME;
// Musik pausieren
// DKS - Now we use use the sound manager's already-present pause functions:
// SoundManager.StopSong(MUSIC::STAGEMUSIC, true);
// SoundManager.StopSong(MUSIC::FLUGSACK, true);
// SoundManager.StopAllSongs(true);
SoundManager.PauseSongs();
SoundManager.PauseSounds();
// DKS
// Loop Sounds stoppen
// SoundManager.StopAllLoopedSounds();
// Menu Musik spielen
SoundManager.PlaySong(MUSIC::MENU, false);
// TODO
// Alle Joysticks anhalten
// DirectInput.StopForceFeedbackEffect(FFE_BLITZ);
// GameRunning = false;
}
// --------------------------------------------------------------------------------------
// Screen wackeln lassen
//
// Den Screen entsprechend den aktuellen Shake-Werten drehen
// Hierbei wird einfach eine Rotationsmatrix als View Matrix gesetzt mit abnehmenden Werten
// sodass alles verdreht gerendert wird ... echt clever =)
// --------------------------------------------------------------------------------------
void SetScreenShake() {
int Winkel = static_cast<int>(ScreenWinkel + WackelValue); // Rotationswinkel
// Winkel angleichen, damit er immer zwischen 0° und 360° bleibt
//
clampAngle(Winkel);
glm::mat4x4 matRot = glm::rotate(glm::mat4x4(1.0f), DegreetoRad[Winkel], glm::vec3(0.0f, 0.0f, 1.0f));
glm::mat4x4 matTrans, matTrans2; // Rotations und Translations Matrizen
D3DXMatrixTranslation(&matTrans, -320.0f, -240.0f, 0.0f); // Transformation zum Ursprung
D3DXMatrixTranslation(&matTrans2, 320.0f, 240.0f, 0.0f); // Transformation wieder zurück
glm::mat4x4 matView = glm::mat4x4(1.0f);
matView = matTrans * matView; // Verschieben
matView = matRot * matView; // rotieren
matView = matTrans2 * matView; // und wieder zurück verschieben
// rotierte Matrix setzen
g_matView = matView;
}
// --------------------------------------------------------------------------------------
// ScreenWackel werte bearbeiten
// --------------------------------------------------------------------------------------
void ScreenWackeln() {
// Weiterwackeln
//
if (!Console.Active) {
WackelValue += Timer.sync(WackelDir * WackelSpeed);
if (WackelValue < -WackelMaximum || // An der aktuellen oberen Grenze oder
WackelValue > WackelMaximum) // unteren Grenze angekommen ?
{
WackelMaximum -= 0.5f; // Dann Grenze verkleinern
WackelDir = -WackelDir; // Und Richtung umkehren
WackelValue = WackelMaximum * (-WackelDir); // Und an der neuen Grenze anfangen
}
if (WackelMaximum <= 0.0f) // Wackeln zuende ?
WackelMaximum = 0.0f; // Dann aufhören damit
}
SetScreenShake();
}
// --------------------------------------------------------------------------------------
// Angeben wie stark der Screen wackeln soll
// --------------------------------------------------------------------------------------
void ShakeScreen(float staerke) {
// Werte für das Screenwackeln setzen, um den Screen leicht zu schütteln
WackelMaximum = staerke;
WackelValue = 0.0f;
WackelDir = 1.0f;
WackelSpeed = static_cast<float>(GetRandom(10) + 5);
}
// --------------------------------------------------------------------------------------
// Default Config erstellen
// --------------------------------------------------------------------------------------
// DKS - New function that creates a per-player default controls configuration
void CreateDefaultControlsConfig(int player) {
if (player < 0 || player > 1)
return;
if (player == 0) {
Player[0].AktionKeyboard[AKTION_LINKS] = DIK_LEFT;
Player[0].AktionKeyboard[AKTION_RECHTS] = DIK_RIGHT;
Player[0].AktionKeyboard[AKTION_DUCKEN] = DIK_DOWN;
Player[0].AktionKeyboard[AKTION_OBEN] = DIK_UP;
Player[0].AktionKeyboard[AKTION_UNTEN] = DIK_DOWN;
#if defined(PANDORA)
Player[0].AktionKeyboard[AKTION_JUMP] = DIK_NEXT;
Player[0].AktionKeyboard[AKTION_SHOOT] = DIK_HOME;
Player[0].AktionKeyboard[AKTION_BLITZ] = DIK_PRIOR;
Player[0].AktionKeyboard[AKTION_POWERLINE] = DIK_LSHIFT;
Player[0].AktionKeyboard[AKTION_GRANATE] = DIK_END;
Player[0].AktionKeyboard[AKTION_SMARTBOMB] = DIK_RCONTROL;
Player[0].AktionKeyboard[AKTION_WAFFE_SPREAD] = DIK_1;
Player[0].AktionKeyboard[AKTION_WAFFE_LASER] = DIK_2;
Player[0].AktionKeyboard[AKTION_WAFFE_BOUNCE] = DIK_3;
Player[0].AktionKeyboard[AKTION_WAFFEN_CYCLE] = DIK_RETURN;
#elif defined(ANDROID)
Player[0].AktionKeyboard[AKTION_JUMP] = DIK_A;
Player[0].AktionKeyboard[AKTION_SHOOT] = DIK_B;
Player[0].AktionKeyboard[AKTION_BLITZ] = DIK_C;
Player[0].AktionKeyboard[AKTION_POWERLINE] = DIK_D;
Player[0].AktionKeyboard[AKTION_GRANATE] = DIK_E;
Player[0].AktionKeyboard[AKTION_SMARTBOMB] = DIK_F;
Player[0].AktionKeyboard[AKTION_WAFFE_SPREAD] = DIK_G;
Player[0].AktionKeyboard[AKTION_WAFFE_LASER] = DIK_H;
Player[0].AktionKeyboard[AKTION_WAFFE_BOUNCE] = DIK_I;
Player[0].AktionKeyboard[AKTION_WAFFEN_CYCLE] = DIK_J;
#else
Player[0].AktionKeyboard[AKTION_JUMP] = DIK_LALT;
Player[0].AktionKeyboard[AKTION_SHOOT] = DIK_LCONTROL;
Player[0].AktionKeyboard[AKTION_BLITZ] = DIK_LSHIFT;
Player[0].AktionKeyboard[AKTION_POWERLINE] = DIK_SPACE;
Player[0].AktionKeyboard[AKTION_GRANATE] = DIK_RCONTROL;
Player[0].AktionKeyboard[AKTION_SMARTBOMB] = DIK_RSHIFT;
Player[0].AktionKeyboard[AKTION_WAFFE_SPREAD] = 0;
Player[0].AktionKeyboard[AKTION_WAFFE_LASER] = 0;
Player[0].AktionKeyboard[AKTION_WAFFE_BOUNCE] = 0;
Player[0].AktionKeyboard[AKTION_WAFFEN_CYCLE] = DIK_RETURN;
Player[0].AktionJoystick[AKTION_LINKS] = -1;
Player[0].AktionJoystick[AKTION_RECHTS] = -1;
Player[0].AktionJoystick[AKTION_DUCKEN] = -1;
Player[0].AktionJoystick[AKTION_OBEN] = -1;
Player[0].AktionJoystick[AKTION_UNTEN] = -1;
Player[0].AktionJoystick[AKTION_JUMP] = 0;
Player[0].AktionJoystick[AKTION_SHOOT] = 1;
Player[0].AktionJoystick[AKTION_BLITZ] = 2;
Player[0].AktionJoystick[AKTION_POWERLINE] = 3;
Player[0].AktionJoystick[AKTION_GRANATE] = 4;
Player[0].AktionJoystick[AKTION_SMARTBOMB] = 5;
Player[0].AktionJoystick[AKTION_WAFFE_SPREAD] = -1;
Player[0].AktionJoystick[AKTION_WAFFE_LASER] = -1;
Player[0].AktionJoystick[AKTION_WAFFE_BOUNCE] = -1;
Player[0].AktionJoystick[AKTION_WAFFEN_CYCLE] = 6;
#endif
Player[0].Walk_UseAxxis = false; // By default, use the HAT switch (DPAD) for movement..
Player[0].Look_UseAxxis = false; // and also looking.
// DKS - Added missing default settings, and made player2's default joy index 1 instead of both being 0
Player[0].JoystickIndex = 0;
Player[0].JoystickSchwelle = 500.0f;
Player[0].JoystickMode = JOYMODE_JOYPAD;
Player[0].ControlType = CONTROLTYPE_KEYBOARD;
#if defined(GCW)
// On GCW Zero, the Player 1 default joy index is the internal controls and both players use joystick:
Player[0].JoystickIndex = DirectInput.GetInternalJoystickIndex();
Player[0].ControlType = CONTROLTYPE_JOY;
// Default button map for GCW Zero:
Player[0].AktionJoystick[AKTION_JUMP] = 3;
Player[0].AktionJoystick[AKTION_SHOOT] = 2;
Player[0].AktionJoystick[AKTION_BLITZ] = 1;
Player[0].AktionJoystick[AKTION_POWERLINE] = 6;
Player[0].AktionJoystick[AKTION_GRANATE] = 7;
Player[0].AktionJoystick[AKTION_SMARTBOMB] = 4;
Player[0].AktionJoystick[AKTION_WAFFE_SPREAD] = -1;
Player[0].AktionJoystick[AKTION_WAFFE_LASER] = -1;
Player[0].AktionJoystick[AKTION_WAFFE_BOUNCE] = -1;
Player[0].AktionJoystick[AKTION_WAFFEN_CYCLE] = 0;
#endif // GCW
} else {
Player[1].AktionKeyboard[AKTION_LINKS] = DIK_A;
Player[1].AktionKeyboard[AKTION_RECHTS] = DIK_D;
Player[1].AktionKeyboard[AKTION_DUCKEN] = DIK_S;
Player[1].AktionKeyboard[AKTION_OBEN] = DIK_W;
Player[1].AktionKeyboard[AKTION_UNTEN] = DIK_X;
Player[1].AktionKeyboard[AKTION_JUMP] = DIK_G;
Player[1].AktionKeyboard[AKTION_SHOOT] = DIK_H;
Player[1].AktionKeyboard[AKTION_BLITZ] = DIK_J;
Player[1].AktionKeyboard[AKTION_POWERLINE] = DIK_T;
Player[1].AktionKeyboard[AKTION_GRANATE] = DIK_Z;
Player[1].AktionKeyboard[AKTION_SMARTBOMB] = DIK_U;
Player[1].AktionKeyboard[AKTION_WAFFE_SPREAD] = 0;
Player[1].AktionKeyboard[AKTION_WAFFE_LASER] = 0;
Player[1].AktionKeyboard[AKTION_WAFFE_BOUNCE] = 0;
Player[1].AktionKeyboard[AKTION_WAFFEN_CYCLE] = DIK_Q;
Player[1].AktionJoystick[AKTION_LINKS] = -1;
Player[1].AktionJoystick[AKTION_RECHTS] = -1;
Player[1].AktionJoystick[AKTION_DUCKEN] = -1;
Player[1].AktionJoystick[AKTION_OBEN] = -1;
Player[1].AktionJoystick[AKTION_UNTEN] = -1;
Player[1].AktionJoystick[AKTION_JUMP] = 0;
Player[1].AktionJoystick[AKTION_SHOOT] = 1;
Player[1].AktionJoystick[AKTION_BLITZ] = 2;
Player[1].AktionJoystick[AKTION_POWERLINE] = 3;
Player[1].AktionJoystick[AKTION_GRANATE] = 4;
Player[1].AktionJoystick[AKTION_SMARTBOMB] = 5;
Player[1].AktionJoystick[AKTION_WAFFE_SPREAD] = -1;
Player[1].AktionJoystick[AKTION_WAFFE_LASER] = -1;
Player[1].AktionJoystick[AKTION_WAFFE_BOUNCE] = -1;
Player[1].AktionJoystick[AKTION_WAFFEN_CYCLE] = 6;
Player[1].Walk_UseAxxis = false; // By default, use the HAT switch (DPAD) for movement
Player[1].Look_UseAxxis = false; // and the analog stick for looking -DKS
// DKS - Added missing default settings, and made player2's default joy index 1 instead of both being 0
Player[1].JoystickIndex = 1;
Player[1].JoystickSchwelle = 500.0f;
Player[1].JoystickMode = JOYMODE_JOYPAD;
Player[1].ControlType = CONTROLTYPE_KEYBOARD;
#if defined(GCW)
// On GCW Zero, both players use joystick by default:
Player[1].ControlType = CONTROLTYPE_JOY;
#endif // GCW
}
}
void CreateDefaultConfig() {
Protokoll << "Creating new configuration file" << std::endl;
ActualLanguage = DEFAULT_LANG_FILE;
bool language_loaded = LoadLanguage(ActualLanguage);
if (!language_loaded) {
Protokoll << "ERROR: Failed to find default language file." << std::endl;
return;
}
SoundManager.SetVolumes(50, 60);
UseForceFeedback = false;
CreateDefaultControlsConfig(0); // Load default controls for Player 1
CreateDefaultControlsConfig(1); // Load default controls for Player 2
options_Detail = DETAIL_MAXIMUM;
#if defined(GCW)
// Max detail is too much for GCW Zero:
options_Detail = DETAIL_HIGH;
#endif // GCW
SaveConfig();
}
// --------------------------------------------------------------------------------------
// Konfiguration mit den Sound-Lautstärken laden
// Existiert diese Datei nicht, so werden die Lautstärken auf den
// Defaut Wert gesetzt
// --------------------------------------------------------------------------------------
bool LoadConfig() {
std::string filename = g_config_ext + "/" + CONFIGFILE;
std::ifstream Datei(filename, std::ifstream::binary); // versuchen Datei zu öffnen
if (!Datei)
return false;
// Spracheinstellung laden
char lang[256];
Datei.read(reinterpret_cast<char *>(&lang), sizeof(lang));
ActualLanguage = lang;
// DKS - Made language loading default back to english if saved language not found:
bool language_loaded = LoadLanguage(ActualLanguage);
if (!language_loaded) {
Protokoll << "ERROR loading " << ActualLanguage << ", reverting to default language file." << std::endl;
ActualLanguage = DEFAULT_LANG_FILE;
LoadLanguage(ActualLanguage);
}
float Sound, Musik;
// Daten für Sound und Musik-Lautstärke auslesen
Datei.read(reinterpret_cast<char *>(&Sound), sizeof(Sound));
Datei.read(reinterpret_cast<char *>(&Musik), sizeof(Musik));
SoundManager.SetVolumes(Sound, Musik);
// Daten für Keyboard und Joystick auslesen
Datei.read(reinterpret_cast<char *>(&Player[0].AktionKeyboard), sizeof(Player[0].AktionKeyboard));
Datei.read(reinterpret_cast<char *>(&Player[0].AktionJoystick), sizeof(Player[0].AktionJoystick));
Datei.read(reinterpret_cast<char *>(&Player[0].Walk_UseAxxis), sizeof(Player[0].Walk_UseAxxis));
Datei.read(reinterpret_cast<char *>(&Player[0].Look_UseAxxis), sizeof(Player[0].Look_UseAxxis));
Datei.read(reinterpret_cast<char *>(&Player[1].AktionKeyboard), sizeof(Player[1].AktionKeyboard));
Datei.read(reinterpret_cast<char *>(&Player[1].AktionJoystick), sizeof(Player[1].AktionJoystick));
Datei.read(reinterpret_cast<char *>(&Player[1].Walk_UseAxxis), sizeof(Player[1].Walk_UseAxxis));
Datei.read(reinterpret_cast<char *>(&Player[1].Look_UseAxxis), sizeof(Player[1].Look_UseAxxis));
Datei.read(reinterpret_cast<char *>(&UseForceFeedback), sizeof(UseForceFeedback));
// Sonstige Optionen laden
Datei.read(reinterpret_cast<char *>(&options_Detail), sizeof(options_Detail));
Datei.read(reinterpret_cast<char *>(&Player[0].ControlType), sizeof(Player[0].ControlType));
Datei.read(reinterpret_cast<char *>(&Player[0].JoystickMode), sizeof(Player[0].JoystickMode));
Datei.read(reinterpret_cast<char *>(&Player[0].JoystickSchwelle), sizeof(Player[0].JoystickSchwelle));
// Joystick nicht mehr da?
if (!DirectInput.Joysticks[Player[0].JoystickIndex].Active) {
#if defined(GCW)
// GCW Zero player 1 defaults:
Player[0].ControlType = CONTROLTYPE_JOY;
Player[0].JoystickMode = JOYMODE_JOYPAD;
Player[0].JoystickIndex = DirectInput.GetInternalJoystickIndex();
Player[0].JoystickSchwelle = 500.0f;
#else
Player[0].ControlType = CONTROLTYPE_KEYBOARD;
Player[0].JoystickIndex = 0;
Player[0].JoystickSchwelle = 500.0f;
#endif // GCW
}
if (!DirectInput.Joysticks[Player[1].JoystickIndex].Active) {
#if defined(GCW)
// GCW Zero player 2 defaults:
Player[1].ControlType = CONTROLTYPE_JOY;
Player[1].JoystickMode = JOYMODE_JOYPAD;
Player[1].JoystickIndex = 1;
Player[1].JoystickSchwelle = 500.0f;
#else
Player[1].ControlType = CONTROLTYPE_KEYBOARD;
Player[1].JoystickIndex = 1; // DKS - Changed player 2's default joy index to 1
Player[1].JoystickSchwelle = 500.0f;
#endif // GCW
}
Datei.read(reinterpret_cast<char *>(&Player[1].ControlType), sizeof(Player[1].ControlType));
Datei.read(reinterpret_cast<char *>(&Player[1].JoystickMode), sizeof(Player[1].JoystickMode));
Datei.read(reinterpret_cast<char *>(&Player[1].JoystickSchwelle), sizeof(Player[1].JoystickSchwelle));
Protokoll << "Config file loading successful !" << std::endl;
Datei.close(); // Und Datei wieder schliessen
PartikelSystem.SetParticleCount();
if (!JoystickFound) {
Player[0].ControlType = CONTROLTYPE_KEYBOARD;
Player[1].ControlType = CONTROLTYPE_KEYBOARD;
}
if (Player[0].JoystickSchwelle < 1.0f)
Player[0].JoystickSchwelle = 500.0f;
if (Player[1].JoystickSchwelle < 1.0f)
Player[1].JoystickSchwelle = 500.0f;
return true;
}
// --------------------------------------------------------------------------------------
// Aktuelle Konfiguration mit den Sound-Lautstärken speichern
// --------------------------------------------------------------------------------------
void SaveConfig() {
std::string filename = g_config_ext + "/" + CONFIGFILE;
std::ofstream Datei(filename, std::ifstream::binary);
if (!Datei) {
Protokoll << "Config file saving failed !" << std::endl;
return;
}
// Spracheinstellung speichern
char lang[256];
std::size_t length = ActualLanguage.copy(lang, 255);
lang[length]='\0';
Datei.write(reinterpret_cast<char *>(&lang), sizeof(lang));
// Daten für Sound und Musik-Lautstärke schreiben
float Sound = SoundManager.g_sound_vol;
float Musik = SoundManager.g_music_vol;
Datei.write(reinterpret_cast<char *>(&Sound), sizeof(Sound));
Datei.write(reinterpret_cast<char *>(&Musik), sizeof(Musik));
// Daten für Keyboard und Joystick schreiben
Datei.write(reinterpret_cast<char *>(&Player[0].AktionKeyboard), sizeof(Player[0].AktionKeyboard));
Datei.write(reinterpret_cast<char *>(&Player[0].AktionJoystick), sizeof(Player[0].AktionJoystick));
Datei.write(reinterpret_cast<char *>(&Player[0].Walk_UseAxxis), sizeof(Player[0].Walk_UseAxxis));
Datei.write(reinterpret_cast<char *>(&Player[0].Look_UseAxxis), sizeof(Player[0].Look_UseAxxis));
Datei.write(reinterpret_cast<char *>(&Player[1].AktionKeyboard), sizeof(Player[1].AktionKeyboard));
Datei.write(reinterpret_cast<char *>(&Player[1].AktionJoystick), sizeof(Player[1].AktionJoystick));
Datei.write(reinterpret_cast<char *>(&Player[1].Walk_UseAxxis), sizeof(Player[1].Walk_UseAxxis));
Datei.write(reinterpret_cast<char *>(&Player[1].Look_UseAxxis), sizeof(Player[1].Look_UseAxxis));
Datei.write(reinterpret_cast<char *>(&UseForceFeedback), sizeof(UseForceFeedback));
// Sonstige Optionen sichern
Datei.write(reinterpret_cast<char *>(&options_Detail), sizeof(options_Detail));
Datei.write(reinterpret_cast<char *>(&Player[0].ControlType), sizeof(Player[0].ControlType));
Datei.write(reinterpret_cast<char *>(&Player[0].JoystickMode), sizeof(Player[0].JoystickMode));
Datei.write(reinterpret_cast<char *>(&Player[0].JoystickSchwelle), sizeof(Player[0].JoystickSchwelle));
Datei.write(reinterpret_cast<char *>(&Player[1].ControlType), sizeof(Player[1].ControlType));
Datei.write(reinterpret_cast<char *>(&Player[1].JoystickMode), sizeof(Player[1].JoystickMode));
Datei.write(reinterpret_cast<char *>(&Player[1].JoystickSchwelle), sizeof(Player[1].JoystickSchwelle));
Datei.close(); // Und Datei wieder schliessen
}
// --------------------------------------------------------------------------------------
// Beim Loading Screen anzeigen, was alles geladen wurde, dabei
// mehrere Zeilen anzeigen und immer bei neuem Text eins nach oben rutschen
// --------------------------------------------------------------------------------------
bool DisplayLoadInfo(const char Text[100]) {
if (NochKeinFullScreen || pMenu == nullptr)
return false;
// TODO FIX
/*
strrev (Text); // String umdrehen
strnset(Text, ' ', 2); // Ersten zwei (vorher letzten Zwei = \n) Buchstaben löschen
strrev (Text); // Wieder richtig herum drehen
*/
// Anzeigen im Loadingscreen
DirectGraphics.ClearBackBuffer();
pMenu->ShowMenuBack();
DirectGraphics.SetAdditiveMode();
pMenuFont->DrawTextCenterAlign(320, 200, TextArray[TEXT::MENUE_LOADING], 0xFFFFFFFF);
// Anzahl anzeigen
#ifndef NDEBUG
std::string buf = std::to_string(pMenu->ItemsLoaded());
pDefaultFont->DrawText((RENDERWIDTH - pDefaultFont->StringLength(buf.c_str())) / 2.0f, 300,
buf.c_str(), 0xFFFFFFFF);
#endif
// Hint anzeigen
// DKS - Added support for displaying hints on low-resolution devices:
if (DisplayHintNr > -1) {
if (CommandLineParams.LowRes) {
const char *text = TextArray[TEXT::HINT1 + DisplayHintNr];
constexpr float Y_POS = 270.0f;
constexpr float Y_INC = 28.0f;
constexpr int MAX_WIDTH = RENDERWIDTH - 20;
if (pDefaultFont->StringLength(text, 0) > MAX_WIDTH) {
// Split the line in two if too long to display on low-res device:
char text1[255];
char text2[255];
SplitLine(text1, text2, text);
pDefaultFont->DrawTextCenterAlign(320.0f, Y_POS, text1, 0xFFFFFFFF, 0);
pDefaultFont->DrawTextCenterAlign(320.0f, Y_POS + Y_INC, text2, 0xFFFFFFFF, 0);
} else {
pDefaultFont->DrawTextCenterAlign(320.0f, Y_POS, text, 0xFFFFFFFF, 0);
}
} else {
pDefaultFont->DrawTextCenterAlign(320.0f, 270.0f, TextArray[TEXT::HINT1 + DisplayHintNr], 0xFFFFFFFF, 0);
}
}
pMenu->LoadingScreen.RenderSprite((RENDERWIDTH - 360) / 2, (RENDERHEIGHT - 60) / 2 + 5, 0x88FFFFFF);
pMenu->UpdateProgressBar();
/*for (i=0; i<24; i++)
pDefaultFont->DrawText(10, static_cast<float>(230+i*10), LoadInfoText[i], D3DCOLOR_RGBA(0, 255, 0, i*10));*/
DirectGraphics.ShowBackBuffer();
Timer.wait(1);
Timer.update();
return true;
}
// --------------------------------------------------------------------------------------
// Stage Clear Musik dudelt und Spieler läuft aus dem Screen raus
// --------------------------------------------------------------------------------------
void StageClear(bool PlaySong) {
for (int p = 0; p < NUMPLAYERS; p++) {
Player[p].StageClearRunning = true;
Player[p].CanBeDamaged = false;
Player[p].PunisherActive = false;
}
GUI.HideBoxFast();
// DKS - Stop all songs instead of just individual ones..
// SoundManager.StopSong(MUSIC::STAGEMUSIC, false);
//// Punisher Musik stoppen
// if (MUSIC::IsPlaying(SoundManager.its_Songs[MUSIC::PUNISHER]->SongData)) {
// SoundManager.StopSong(MUSIC::PUNISHER, false);
//}
SoundManager.StopSongs(); // DKS - Added, see above
if (PlaySong)
SoundManager.PlaySong(MUSIC::STAGECLEAR, false);
}
// --------------------------------------------------------------------------------------
// Summary Screen anzeigen
// --------------------------------------------------------------------------------------
// DKS - Fixed display on low-res scaled-font devices, and made display on
// normal-resolution devices be centered and spaced properly.
void SummaryScreen() {