1 /*
2 C-Dogs SDL
3 A port of the legendary (and fun) action/arcade cdogs.
4 Copyright (C) 1995 Ronny Wester
5 Copyright (C) 2003 Jeremy Chin
6 Copyright (C) 2003-2007 Lucas Martin-King
7
8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
12
13 This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
17
18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
21
22 This file incorporates work covered by the following copyright and
23 permission notice:
24
25 Copyright (c) 2013-2016, Cong Xu
26 All rights reserved.
27
28 Redistribution and use in source and binary forms, with or without
29 modification, are permitted provided that the following conditions are met:
30
31 Redistributions of source code must retain the above copyright notice, this
32 list of conditions and the following disclaimer.
33 Redistributions in binary form must reproduce the above copyright notice,
34 this list of conditions and the following disclaimer in the documentation
35 and/or other materials provided with the distribution.
36
37 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
38 AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
39 IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
40 ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
41 LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
42 CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
43 SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
44 INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
45 CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
46 ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
47 POSSIBILITY OF SUCH DAMAGE.
48 */
49 #include "gamedata.h"
50
51 #include <assert.h>
52 #include <stdlib.h>
53 #include <stdio.h>
54 #include <string.h>
55 #include <ctype.h>
56
57 #include <tinydir/tinydir.h>
58
59 #include "actors.h"
60 #include "config.h"
61 #include "defs.h"
62 #include "keyboard.h"
63 #include "log.h"
64 #include "music.h"
65 #include "objs.h"
66 #include "pickup.h"
67 #include "player_template.h"
68 #include "quick_play.h"
69 #include "sys_config.h"
70 #include "utils.h"
71
72 Campaign gCampaign;
73
74 struct MissionOptions gMission;
75
76 struct SongDef *gGameSongs = NULL;
77 struct SongDef *gMenuSongs = NULL;
78
79
CampaignLoad(Campaign * co,const CampaignEntry * entry)80 bool CampaignLoad(Campaign *co, const CampaignEntry *entry)
81 {
82 CASSERT(!co->IsLoaded, "loading campaign without unloading last one");
83 // Note: use the mode already set by the menus
84 const GameMode mode = co->Entry.Mode;
85 CampaignEntryCopy(&co->Entry, entry);
86 co->Entry.Mode = mode;
87 CampaignSettingInit(&co->Setting);
88 if (entry->Mode == GAME_MODE_QUICK_PLAY)
89 {
90 SetupQuickPlayCampaign(&co->Setting, false);
91 co->IsLoaded = true;
92 }
93 else
94 {
95 // Normalise the path
96 char buf[CDOGS_PATH_MAX];
97 GetDataFilePath(buf, entry->Path);
98 if (MapNewLoad(buf, &co->Setting))
99 {
100 LOG(LM_MAIN, LL_ERROR, "failed to load campaign %s!", buf);
101 CASSERT(false, "Failed to load campaign");
102 }
103 else
104 {
105 co->IsLoaded = true;
106 }
107 }
108
109 if (co->IsLoaded)
110 {
111 LOG(LM_MAIN, LL_INFO, "loaded campaign/dogfight");
112 }
113 return co->IsLoaded;
114 }
CampaignUnload(Campaign * co)115 void CampaignUnload(Campaign *co)
116 {
117 co->MissionIndex = 0;
118 co->IsLoaded = false;
119 co->IsClient = false; // TODO: select is client from menu
120 co->OptionsSet = false;
121 co->IsComplete = false;
122 gCampaign.IsQuit = false;
123 CampaignEntryTerminate(&co->Entry);
124 }
125
MissionOptionsInit(struct MissionOptions * mo)126 void MissionOptionsInit(struct MissionOptions *mo)
127 {
128 memset(mo, 0, sizeof *mo);
129 CArrayInit(&mo->Weapons, sizeof(WeaponClass *));
130 }
MissionOptionsTerminate(struct MissionOptions * mo)131 void MissionOptionsTerminate(struct MissionOptions *mo)
132 {
133 ActorsTerminate();
134 ObjsTerminate();
135 MobObjsTerminate();
136 PickupsTerminate();
137 ParticlesTerminate(&gParticles);
138 WatchesTerminate();
139 CA_FOREACH(PlayerData, p, gPlayerDatas)
140 p->ActorUID = -1;
141 CA_FOREACH_END()
142 gMission.HasStarted = false;
143 gMission.HasBegun = false;
144 CArrayTerminate(&mo->Weapons);
145
146 memset(mo, 0, sizeof *mo);
147 }
148
149
GameIsMouseUsed(void)150 bool GameIsMouseUsed(void)
151 {
152 CA_FOREACH(const PlayerData, p, gPlayerDatas)
153 if (p->IsLocal && p->inputDevice == INPUT_DEVICE_MOUSE)
154 {
155 const TActor *a = ActorGetByUID(p->ActorUID);
156 if (a == NULL) continue;
157 if (a->dead) continue;
158 return true;
159 }
160 CA_FOREACH_END()
161 return false;
162 }
163