示例#1
0
bool PlayerSelection(void)
{
	PlayerSelectionData data;
	memset(&data, 0, sizeof data);
	data.IsOK = true;
	GetDataFilePath(data.prefixes, "data/prefixes.txt");
	GetDataFilePath(data.suffixes, "data/suffixes.txt");
	GetDataFilePath(data.suffixnames, "data/suffixnames.txt");
	NameGenInit(&data.g, data.prefixes, data.suffixes, data.suffixnames);

	// Create selection menus for each local player
	for (int i = 0, idx = 0; i < (int)gPlayerDatas.size; i++, idx++)
	{
		PlayerData *p = CArrayGet(&gPlayerDatas, i);
		if (!p->IsLocal)
		{
			idx--;
			continue;
		}
		PlayerSelectMenusCreate(
			&data.menus[idx], GetNumPlayers(false, false, true), idx, i,
			&gEventHandlers, &gGraphicsDevice, &data.g);
	}

	if (!gCampaign.IsClient)
	{
		NetServerOpen(&gNetServer);
	}
	GameLoopData gData = GameLoopDataNew(
		&data, PlayerSelectionUpdate,
		&data, PlayerSelectionDraw);
	GameLoop(&gData);

	if (data.IsOK)
	{
		for (int i = 0, idx = 0; i < (int)gPlayerDatas.size; i++, idx++)
		{
			PlayerData *p = CArrayGet(&gPlayerDatas, i);
			if (!p->IsLocal)
			{
				idx--;
				continue;
			}

			// For any player slots not picked, turn them into AIs
			if (p->inputDevice == INPUT_DEVICE_UNSET)
			{
				PlayerSetInputDevice(p, INPUT_DEVICE_AI, 0);
			}
		}
	}

	for (int i = 0; i < GetNumPlayers(false, false, true); i++)
	{
		MenuSystemTerminate(&data.menus[i].ms);
	}
	NameGenTerminate(&data.g);
	return data.IsOK;
}
示例#2
0
static void Campaign(GraphicsDevice *graphics, CampaignOptions *co)
{
	if (co->IsClient)
	{
		// If connecting to a server, we've already received the mission index
		// Do nothing
	}
	else if (IsPasswordAllowed(co->Entry.Mode))
	{
		MissionSave m;
		AutosaveLoadMission(&gAutosave, &m, co->Entry.Path);
		co->MissionIndex = EnterPassword(graphics, &m);
	}
	else
	{
		co->MissionIndex = 0;
	}

	bool run = false;
	bool gameOver = true;
	do
	{
		// Unready all the players
		for (int i = 0; i < (int)gPlayerDatas.size; i++)
		{
			PlayerData *p = CArrayGet(&gPlayerDatas, i);
			p->Ready = false;
		}

		CampaignAndMissionSetup(1, co, &gMission);

		if (IsGameOptionsNeeded(co->Entry.Mode))
		{
			debug(D_NORMAL, ">> Game options\n");
			if (!GameOptions(co->Entry.Mode))
			{
				run = false;
				goto bail;
			}
			co->OptionsSet = true;

			// If enabled, start net server
			if (!co->IsClient && ConfigGetBool(&gConfig, "StartServer"))
			{
				NetServerOpen(&gNetServer);
			}
		}

		// Mission briefing
		if (IsMissionBriefingNeeded(co->Entry.Mode))
		{
			if (!ScreenMissionBriefing(&gMission))
			{
				run = false;
				goto bail;
			}
		}

		// Equip guns
		if (!PlayerEquip())
		{
			run = false;
			goto bail;
		}

		if (co->IsClient)
		{
			if (!ScreenWaitForGameStart())
			{
				run = false;
				goto bail;
			}
		}

		run = RunGame(co, &gMission, &gMap);
		// Don't quit if all players died, that's normal for PVP modes
		if (IsPVP(co->Entry.Mode) &&
			GetNumPlayers(PLAYER_ALIVE_OR_DYING, false, false) == 0)
		{
			run = true;
		}

		const int survivingPlayers =
			GetNumPlayers(PLAYER_ALIVE, false, false);
		// In co-op (non-PVP) modes, at least one player must survive
		if (!IsPVP(co->Entry.Mode))
		{
			gameOver = survivingPlayers == 0 ||
				co->MissionIndex == (int)gCampaign.Setting.Missions.size - 1;
		}

		int maxScore = 0;
		for (int i = 0; i < (int)gPlayerDatas.size; i++)
		{
			PlayerData *p = CArrayGet(&gPlayerDatas, i);
			p->survived = IsPlayerAlive(p);
			if (IsPlayerAlive(p))
			{
				TActor *player = ActorGetByUID(p->ActorUID);
				p->hp = player->health;
				p->RoundsWon++;
				maxScore = MAX(maxScore, p->RoundsWon);
			}
		}
		if (IsPVP(co->Entry.Mode))
		{
			gameOver = maxScore == ModeMaxRoundsWon(co->Entry.Mode);
			CASSERT(maxScore <= ModeMaxRoundsWon(co->Entry.Mode),
				"score exceeds max rounds won");
		}

		MissionEnd();
		MusicPlayMenu(&gSoundDevice);

		if (run)
		{
			switch (co->Entry.Mode)
			{
			case GAME_MODE_DOGFIGHT:
				ScreenDogfightScores();
				break;
			case GAME_MODE_DEATHMATCH:
				ScreenDeathmatchFinalScores();
				break;
			default:
				ScreenMissionSummary(&gCampaign, &gMission);
				// Note: must use cached value because players get cleaned up
				// in CleanupMission()
				if (gameOver && survivingPlayers > 0)
				{
					ScreenVictory(&gCampaign);
				}
				break;
			}
		}

		// Check if any scores exceeded high scores, if we're not a PVP mode
		if (!IsPVP(co->Entry.Mode))
		{
			bool allTime = false;
			bool todays = false;
			for (int i = 0; i < (int)gPlayerDatas.size; i++)
			{
				PlayerData *p = CArrayGet(&gPlayerDatas, i);
				if (((run && !p->survived) || gameOver) && p->IsLocal)
				{
					EnterHighScore(p);
					allTime |= p->allTime >= 0;
					todays |= p->today >= 0;
				}

				if (!p->survived)
				{
					p->totalScore = 0;
					p->missions = 0;
				}
				else
				{
					p->missions++;
				}
				p->lastMission = co->MissionIndex;
			}
			if (allTime)
			{
				DisplayAllTimeHighScores(graphics);
			}
			if (todays)
			{
				DisplayTodaysHighScores(graphics);
			}
		}
		if (!HasRounds(co->Entry.Mode))
		{
			co->MissionIndex++;
		}

	bail:
		// Need to terminate the mission later as it is used in calculating scores
		MissionOptionsTerminate(&gMission);
	} while (run && !gameOver);

	// Final screen
	if (run)
	{
		switch (co->Entry.Mode)
		{
		case GAME_MODE_DOGFIGHT:
			ScreenDogfightFinalScores();
			break;
		default:
			// no end screen
			break;
		}
	}

	NetServerClose(&gNetServer);
}