1 /*
2 Copyright (C) 2004-2011 Parallel Realities
3 Copyright (C) 2011-2015 Perpendicular Dimensions
4
5 This program is free software; you can redistribute it and/or
6 modify it under the terms of the GNU General Public License
7 as published by the Free Software Foundation; either version 2
8 of the License, or (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13
14 See the GNU General Public License for more details.
15
16 You should have received a copy of the GNU General Public License
17 along with this program; if not, write to the Free Software
18 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
19
20 */
21
22 #include "headers.h"
23
Game()24 Game::Game()
25 {
26 musicVol = 100;
27 soundVol = 128;
28 output = 2;
29 brightness = 10;
30
31 gore = 1;
32 skill = 1;
33
34 clear();
35 }
36
clear()37 void Game::clear()
38 {
39 hasAquaLung = hasJetPack = continueFromCheckPoint = false;
40 score = stagesCleared = 0;
41 totalHours = totalMinutes = totalSeconds = 0;
42 currentMissionHours = currentMissionMinutes = currentMissionSeconds = 0;
43 totalEnemiesDefeated = totalItemsCollected = totalBonusesCollected = 0;
44 totalObjectivesCompleted = totalMIAsRescued = 0;
45 currentMissionEnemiesDefeated = currentMissionItemsCollected = 0;
46 stagesCleared = 0;
47
48 lastComboTime = 0;
49 currentComboHits = maxComboHits = 0;
50
51 autoSave = 1;
52 autoSaveSlot = 0;
53
54 currentWeapon = 0;
55 for (int i = 0 ; i < 5 ; i++)
56 {
57 bulletsHit[i] = bulletsFired[i] = 0;
58 }
59
60 strlcpy(mapName, "data/grasslands1", sizeof mapName);
61 strlcpy(stageName, "Grasslands", sizeof stageName);
62
63 continuesUsed = 0;
64 levelsStarted = 0;
65 escapes = 0;
66
67 canContinue = 0;
68 }
69
destroy()70 void Game::destroy()
71 {
72 clear();
73 }
74
incrementMissionTime()75 void Game::incrementMissionTime()
76 {
77 currentMissionSeconds++;
78 if (currentMissionSeconds == 60)
79 {
80 currentMissionSeconds = 0;
81 currentMissionMinutes++;
82 if (currentMissionMinutes == 60)
83 {
84 currentMissionMinutes = 0;
85 currentMissionHours++;
86 }
87 }
88 }
89
setObjectiveCheckPoint()90 void Game::setObjectiveCheckPoint()
91 {
92 objectiveCheckPointX = checkPointX;
93 objectiveCheckPointY = checkPointY;
94 canContinue = 3;
95 }
96
useObjectiveCheckPoint()97 void Game::useObjectiveCheckPoint()
98 {
99 checkPointX = objectiveCheckPointX;
100 checkPointY = objectiveCheckPointY;
101 continuesUsed++;
102 canContinue--;
103 }
104
setCheckPoint(float x,float y)105 void Game::setCheckPoint(float x, float y)
106 {
107 checkPointX = (int)x;
108 checkPointY = (int)y;
109 }
110
getCheckPoint(float * x,float * y) const111 void Game::getCheckPoint(float *x, float *y) const
112 {
113 *x = checkPointX;
114 *y = checkPointY;
115 }
116
doCombo()117 void Game::doCombo()
118 {
119 if (lastComboTime == 0)
120 currentComboHits = 0;
121
122 currentComboHits++;
123
124 if (currentComboHits > maxComboHits)
125 maxComboHits = currentComboHits;
126
127 lastComboTime = 25;
128
129 Math::limitChar(&maxComboHits, 0, 99);
130 Math::limitChar(¤tComboHits, 0, 99);
131 }
132
incBulletsFired()133 void Game::incBulletsFired()
134 {
135 bulletsFired[currentWeapon]++;
136 }
137
incBulletsHit()138 void Game::incBulletsHit()
139 {
140 bulletsHit[currentWeapon]++;
141 }
142
getWeaponAccuracy(int weapon)143 int Game::getWeaponAccuracy(int weapon)
144 {
145 if (bulletsHit[weapon])
146 {
147 return (int)(((0.0 + bulletsHit[weapon]) / (0.0 + bulletsFired[weapon])) * 100.0);
148 }
149
150 return 0;
151 }
152
getTotalBulletsFired() const153 int Game::getTotalBulletsFired() const
154 {
155 return bulletsFired[0] + bulletsFired[1] + bulletsFired[2] + bulletsFired[3] + bulletsFired[4];
156 }
157
getTotalAccuracy()158 int Game::getTotalAccuracy()
159 {
160 int fired = getTotalBulletsFired();
161 int hits = bulletsHit[0] + bulletsHit[1] + bulletsHit[2] + bulletsHit[3] + bulletsHit[4];
162
163 if (hits)
164 {
165 return (int)(((0.0 + hits) / (0.0 + fired)) * 100.0);
166 }
167
168 return 0;
169 }
170
getMostUsedWeapon()171 int Game::getMostUsedWeapon()
172 {
173 unsigned int mostUsed = 0;
174 unsigned int mostFired = 0;
175
176 for (int i = 0 ; i < 5 ; i++)
177 {
178 if (bulletsFired[i] > mostFired)
179 {
180 mostUsed = i;
181 mostFired = bulletsFired[i];
182 }
183 }
184
185 return mostUsed;
186 }
187
totalUpStats()188 void Game::totalUpStats()
189 {
190 totalEnemiesDefeated += currentMissionEnemiesDefeated;
191 totalItemsCollected += currentMissionItemsCollected;
192
193 totalSeconds += currentMissionSeconds;
194 totalMinutes += currentMissionMinutes;
195 totalHours += currentMissionHours;
196
197 while (totalSeconds > 59)
198 {
199 totalSeconds -= 60;
200 totalMinutes++;
201 }
202
203 while (totalMinutes > 59)
204 {
205 totalMinutes -= 60;
206 totalHours++;
207 }
208
209 currentMissionEnemiesDefeated = currentMissionItemsCollected = 0;
210 currentMissionSeconds = currentMissionMinutes = currentMissionHours = 0;
211 }
212
setStageName(const char * name)213 void Game::setStageName(const char *name)
214 {
215 strlcpy(stageName, name, sizeof stageName);
216 }
217
setMapName(const char * name)218 void Game::setMapName(const char *name)
219 {
220 strlcpy(mapName, name, sizeof mapName);
221 }
222
setMissionOver(int reason)223 void Game::setMissionOver(int reason)
224 {
225 if ((missionOver == 0) || (reason == MIS_TIMEUP))
226 {
227 switch (reason)
228 {
229 case MIS_COMPLETE:
230 missionOver = MAX_FPS;
231 break;
232 case MIS_PLAYEROUT:
233 missionOver = (int)(MAX_FPS * 2.5);
234 break;
235 case MIS_TIMEUP:
236 case MIS_PLAYERDEAD:
237 missionOver = MAX_FPS * 5;
238 break;
239 case MIS_PLAYERESCAPE:
240 missionOver = MAX_FPS * 2;
241 break;
242 case MIS_GAMECOMPLETE:
243 missionOver = MAX_FPS * 8;
244 break;
245 default:
246 missionOver = MAX_FPS;
247 break;
248 }
249 }
250
251 missionOverReason = reason;
252 }
253
resetMissionOver()254 void Game::resetMissionOver()
255 {
256 missionOver = missionOverReason = 0;
257 }
258