dxx-rebirth/common/main/playsave.h
2022-08-21 16:16:40 -05:00

276 lines
6.6 KiB
C++

/*
* Portions of this file are copyright Rebirth contributors and licensed as
* described in COPYING.txt.
* Portions of this file are copyright Parallax Software and licensed
* according to the Parallax license below.
* See COPYING.txt for license details.
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Header for playsave.c
*
*/
#pragma once
#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
#if defined(DXX_BUILD_DESCENT_I)
#include "pstypes.h"
#include "player.h"
#elif defined(DXX_BUILD_DESCENT_II)
#include "escort.h"
enum class MissileViewMode : uint8_t
{
None,
EnabledSelfOnly,
EnabledSelfAndAllies,
};
enum class cockpit_3d_view : uint8_t
{
None,
Escort,
Rear,
Coop,
Marker,
};
#endif
#include "gameplayopt.h"
#include <cstdint>
#define N_SAVE_SLOTS 10
#define GAME_NAME_LEN 25 // +1 for terminating zero = 26
#ifdef dsx
#if defined(DXX_BUILD_DESCENT_I)
namespace dsx {
// NOTE: Obsolete structure - only kept for compability of shareware plr file
struct saved_game_sw
{
char name[GAME_NAME_LEN+1]; //extra char for terminating zero
struct player_rw sg_player;
int difficulty_level; //which level game is played at
int primary_weapon; //which weapon selected
int secondary_weapon; //which weapon selected
int cockpit_mode; //which cockpit mode selected
int window_w,window_h; //size of player's window
int next_level_num; //which level we're going to
int auto_leveling_on; //does player have autoleveling on?
} __pack__;
void plyr_save_stats();
}
#endif
#endif
struct hli
{
std::array<char, 9> Shortname;
uint8_t LevelNum;
};
#ifdef dsx
#include "kconfig.h"
#include "multi.h"
#include "fwd-game.h"
#include "fwd-weapon.h"
#include "d_array.h"
namespace dcx {
enum class FiringAutoselectMode : uint8_t
{
Immediate,
Never,
Delayed,
};
enum class HudType : uint8_t
{
Standard,
Alternate1,
Alternate2,
Hidden,
};
enum class RespawnPress : uint8_t
{
Any,
Fire,
};
enum MouselookMode : uint8_t
{
Singleplayer = 1,
MPCoop = 2,
MPAnarchy = 4,
};
enum class player_config_keyboard_index : std::size_t
{
turn_lr,
pitch_ud,
slide_lr,
slide_ud,
bank_lr,
};
enum class player_config_mouse_index : std::size_t
{
turn_lr,
pitch_ud,
slide_lr,
slide_ud,
bank_lr,
throttle,
};
enum class player_config_joystick_index : std::size_t
{
turn_lr,
pitch_ud,
slide_lr,
slide_ud,
bank_lr,
throttle,
};
}
namespace dsx {
struct player_config : prohibit_void_ptr<player_config>
{
ubyte ControlType;
HudType HudMode;
RespawnPress RespawnMode;
uint8_t MouselookFlags;
uint8_t PitchLockFlags;
using primary_weapon_order = std::array<uint8_t, MAX_PRIMARY_WEAPONS + 1>;
using secondary_weapon_order = std::array<uint8_t, MAX_SECONDARY_WEAPONS + 1>;
primary_weapon_order PrimaryOrder;
secondary_weapon_order SecondaryOrder;
struct KeySettings {
enumerated_array<uint8_t, MAX_CONTROLS, dxx_kconfig_ui_kc_keyboard> Keyboard;
#if DXX_MAX_JOYSTICKS
enumerated_array<uint8_t, MAX_CONTROLS, dxx_kconfig_ui_kc_joystick> Joystick;
#endif
enumerated_array<uint8_t, MAX_CONTROLS, dxx_kconfig_ui_kc_mouse> Mouse;
} KeySettings;
std::array<uint8_t, MAX_DXX_REBIRTH_CONTROLS> KeySettingsRebirth;
Difficulty_level_type DefaultDifficulty;
int AutoLeveling;
uint16_t NHighestLevels;
std::array<hli, MAX_MISSIONS> HighestLevels;
enumerated_array<int, 5, player_config_keyboard_index> KeyboardSens;
enumerated_array<int, 6, player_config_joystick_index> JoystickSens;
enumerated_array<int, 6, player_config_joystick_index> JoystickDead;
enumerated_array<int, 6, player_config_joystick_index> JoystickLinear;
enumerated_array<int, 6, player_config_joystick_index> JoystickSpeed;
ubyte MouseFlightSim;
enumerated_array<int, 6, player_config_mouse_index> MouseSens;
enumerated_array<int, 6, player_config_mouse_index> MouseOverrun;
int MouseFSDead;
int MouseFSIndicator;
std::array<cockpit_mode_t, 2> CockpitMode; // 0 saves the "real" cockpit, 1 also saves letterbox and rear. Used to properly switch between modes and restore the real one.
#if defined(DXX_BUILD_DESCENT_II)
enumerated_array<cockpit_3d_view, 2, gauge_inset_window_view> Cockpit3DView = {{{
cockpit_3d_view::None,
cockpit_3d_view::None,
}}};
#endif
std::array<ntstring<MAX_MESSAGE_LEN - 1>, 4> NetworkMessageMacro;
int NetlifeKills;
int NetlifeKilled;
ubyte ReticleType;
std::array<int, 4> ReticleRGBA;
int ReticleSize;
#if defined(DXX_BUILD_DESCENT_II)
MissileViewMode MissileViewEnabled;
uint8_t ThiefModifierFlags;
int HeadlightActiveDefault;
int GuidedInBigWindow;
ntstring<GUIDEBOT_NAME_LEN> GuidebotName, GuidebotNameReal;
int EscortHotKeys;
#endif
int PersistentDebris;
int PRShot;
ubyte NoRedundancy;
ubyte MultiMessages;
ubyte MultiPingHud;
ubyte NoRankings;
#if defined(DXX_BUILD_DESCENT_I)
ubyte BombGauge;
#endif
ubyte AutomapFreeFlight;
FiringAutoselectMode NoFireAutoselect;
ubyte CycleAutoselectOnly;
uint8_t CloakInvulTimer;
union {
/* For now, manage all these choices in a single variable, but
* give them separate names to make them easier to find.
*/
int AlphaEffects;
int AlphaBlendMineExplosion;
int AlphaBlendMarkers;
int AlphaBlendFireballs;
int AlphaBlendPowerups;
int AlphaBlendLasers;
int AlphaBlendWeapons;
int AlphaBlendEClips;
};
int DynLightColor;
d_sp_gameplay_options SPGameplayOptions;
};
}
#endif
extern struct player_config PlayerCfg;
#ifndef EZERO
#define EZERO 0
#endif
// Used to save kconfig values to disk.
#ifdef dsx
namespace dsx {
extern const struct player_config::KeySettings DefaultKeySettings;
void write_player_file();
void new_player_config();
int read_player_file();
// set a new highest level for player for this mission
}
#endif
void set_highest_level(uint8_t levelnum);
// gets the player's highest level from the file for this mission
int get_highest_level(void);
namespace dsx {
struct netgame_info;
void read_netgame_profile(struct netgame_info *ng);
void write_netgame_profile(struct netgame_info *ng);
}
#endif