/
BonusManager.cpp
608 lines (512 loc) · 13.3 KB
/
BonusManager.cpp
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#include "precompiled.h"
#if defined __GNUC__ && !defined __APPLE__
// for alloca
// for alloca.h does not do it. WHY?
#include <malloc.h>
#endif // __GNUC__
#include "BonusManager.h"
#include "../game/options/options_camera.h"
#include "../game/options/options_graphics.h"
#include "../game/options/options_physics.h"
#include "../game/options/options_game.h"
#include "../game/Game.h"
#include "../game/GameUI.h"
#include "../game/scripting/GameScripting.h"
#include <map>
#define BONUS_OPTIONS_FILE "config/bonus.dat"
namespace game
{
// TODO: move these to separate files
//
class IBonusOption
{
public:
IBonusOption() : active(false), applied(false), createAsButton(false) {}
~IBonusOption() {}
virtual void apply(game::Game *game, int flags) = 0;
virtual void unapply(game::Game *game, int flags) = 0;
public:
bool active;
bool applied;
bool createAsButton;
std::string name;
};
// black & white mode
//
class BWModeBonusOption : public IBonusOption
{
public:
BWModeBonusOption()
{
name = "bwmode";
}
void apply(game::Game *game, int flags)
{
SimpleOptions::setBool( DH_OPT_B_RENDER_BLACK_AND_WHITE, true );
}
void unapply(game::Game *game, int flags)
{
SimpleOptions::setBool( DH_OPT_B_RENDER_BLACK_AND_WHITE, false );
}
};
// super physics
//
class SuperPhysicsBonusOption : public IBonusOption
{
public:
SuperPhysicsBonusOption()
{
name = "superphysics";
original_push_factor = 1.0f;
}
void apply(game::Game *game, int flags)
{
SimpleOptions::setFloat(DH_OPT_F_PHYSICS_GRAVITY, -0.25f);
SimpleOptions::setFloat(DH_OPT_F_PHYSICS_DEFAULT_STATIC_FRICTION, 0.1f);
SimpleOptions::setFloat(DH_OPT_F_PHYSICS_DEFAULT_DYNAMIC_FRICTION, 0.1f);
// hacked: default value isn't actually used by default
if(!applied)
{
original_push_factor = SimpleOptions::getFloat(DH_OPT_F_PHYSICS_IMPACT_PUSH_FACTOR);
}
SimpleOptions::setFloat(DH_OPT_F_PHYSICS_IMPACT_PUSH_FACTOR, 10.0f);
}
void unapply(game::Game *game, int flags)
{
SimpleOptions::resetValue(DH_OPT_F_PHYSICS_GRAVITY);
SimpleOptions::resetValue(DH_OPT_F_PHYSICS_DEFAULT_STATIC_FRICTION);
SimpleOptions::resetValue(DH_OPT_F_PHYSICS_DEFAULT_DYNAMIC_FRICTION);
SimpleOptions::setFloat(DH_OPT_F_PHYSICS_IMPACT_PUSH_FACTOR, original_push_factor);
}
float original_push_factor;
};
// weapons & ugprades
//
class WeaponsAndUpgradesBonusOption : public IBonusOption
{
public:
WeaponsAndUpgradesBonusOption()
{
name = "weaponsandupgrades";
}
void apply(game::Game *game, int flags)
{
if(flags & BonusManager::APPLYING_AFTER_LOAD)
{
game->gameScripting->loadScripts("Data/Missions/Common/bonuses.dhs", NULL);
game->gameScripting->runMissionScript("bonuses", "give_weapons_and_upgrades");
}
}
void unapply(game::Game *game, int flags)
{
}
};
// speed mode
//
class SpeedModeBonusOption : public IBonusOption
{
public:
SpeedModeBonusOption()
{
name = "speedmode";
}
void apply(game::Game *game, int flags)
{
if(flags & BonusManager::APPLYING_AFTER_LOAD)
{
game->gameScripting->loadScripts("Data/Missions/Common/bonuses.dhs", NULL);
game->gameScripting->runMissionScript("bonuses", "start_speedmode");
}
}
void unapply(game::Game *game, int flags)
{
game->gameScripting->loadScripts("Data/Missions/Common/bonuses.dhs", NULL);
game->gameScripting->runMissionScript("bonuses", "end_speedmode");
}
};
// electric gun
//
class ElectricGunBonusOption : public IBonusOption
{
public:
ElectricGunBonusOption()
{
name = "electricgun";
}
void apply(game::Game *game, int flags)
{
if(flags & BonusManager::APPLYING_AFTER_LOAD)
{
game->gameScripting->loadScripts("Data/Missions/Common/bonuses.dhs", NULL);
game->gameScripting->runMissionScript("bonuses", "give_electricgun");
}
}
void unapply(game::Game *game, int flags)
{
}
};
// bloopers
//
class BloopersBonusOption : public IBonusOption
{
public:
BloopersBonusOption()
{
name = "bloopers";
createAsButton = true;
}
void apply(game::Game *game, int flags)
{
game->gameUI->openCinematicScreen("bloopers");
}
void unapply(game::Game *game, int flags)
{
}
};
// invulnerability
class InvulnerabilityBonusOption : public IBonusOption
{
public:
InvulnerabilityBonusOption()
{
name = "invulnerability";
}
void apply(game::Game *game, int flags)
{
if(flags & BonusManager::APPLYING_AFTER_LOAD)
{
game->gameScripting->loadScripts("Data/Missions/Common/bonuses.dhs", NULL);
game->addCustomScriptProcess("invulnerability_apply", NULL, NULL);
}
}
void unapply(game::Game *game, int flags)
{
}
};
// 3rd person mode
class ThirdPersonModeBonusOption : public IBonusOption
{
public:
ThirdPersonModeBonusOption()
{
name = "3rdpersonmode";
camera_min_beta_angle = SimpleOptions::getInt(DH_OPT_I_CAMERA_MIN_BETA_ANGLE);
camera_max_beta_angle = SimpleOptions::getInt(DH_OPT_I_CAMERA_MAX_BETA_ANGLE);
camera_default_beta_angle = SimpleOptions::getInt(DH_OPT_I_CAMERA_DEFAULT_BETA_ANGLE);
camera_autozoom_enabled = SimpleOptions::getBool(DH_OPT_B_CAMERA_AUTOZOOM_ENABLED);
}
void apply(game::Game *game, int flags)
{
if(!applied)
{
camera_min_beta_angle = SimpleOptions::getInt(DH_OPT_I_CAMERA_MIN_BETA_ANGLE);
camera_max_beta_angle = SimpleOptions::getInt(DH_OPT_I_CAMERA_MAX_BETA_ANGLE);
camera_default_beta_angle = SimpleOptions::getInt(DH_OPT_I_CAMERA_DEFAULT_BETA_ANGLE);
camera_autozoom_enabled = SimpleOptions::getBool(DH_OPT_B_CAMERA_AUTOZOOM_ENABLED);
camera_default_zoom = SimpleOptions::getFloat(DH_OPT_F_CAMERA_DEFAULT_ZOOM);
}
SimpleOptions::setInt(DH_OPT_I_CAMERA_MAX_BETA_ANGLE, 15);
SimpleOptions::setInt(DH_OPT_I_CAMERA_MIN_BETA_ANGLE, 15);
SimpleOptions::setInt(DH_OPT_I_CAMERA_DEFAULT_BETA_ANGLE, 15);
SimpleOptions::setBool(DH_OPT_B_CAMERA_AUTOZOOM_ENABLED, false);
SimpleOptions::setFloat(DH_OPT_F_CAMERA_DEFAULT_ZOOM, 1.0f);
if(game->gameUI && game->gameUI->getGameCamera())
{
game->gameUI->getGameCamera()->setBetaAngle(15.0f);
game->gameUI->getGameCamera()->setZoom(1.0f);
}
if(flags & BonusManager::APPLYING_AFTER_LOAD)
{
game->gameScripting->loadScripts("Data/Missions/Common/bonuses.dhs", NULL);
game->addCustomScriptProcess("thirdperson_apply", NULL, NULL);
}
}
void unapply(game::Game *game, int flags)
{
SimpleOptions::setInt(DH_OPT_I_CAMERA_MAX_BETA_ANGLE, camera_min_beta_angle);
SimpleOptions::setInt(DH_OPT_I_CAMERA_MIN_BETA_ANGLE, camera_max_beta_angle);
SimpleOptions::setInt(DH_OPT_I_CAMERA_DEFAULT_BETA_ANGLE, camera_default_beta_angle);
SimpleOptions::setBool(DH_OPT_B_CAMERA_AUTOZOOM_ENABLED, camera_autozoom_enabled);
SimpleOptions::setFloat(DH_OPT_F_CAMERA_DEFAULT_ZOOM, camera_default_zoom);
if(game->gameUI && game->gameUI->getGameCamera())
{
game->gameUI->getGameCamera()->setBetaAngle((float)camera_default_beta_angle);
game->gameUI->getGameCamera()->setZoom(camera_default_zoom);
}
}
int camera_max_beta_angle;
int camera_min_beta_angle;
int camera_default_beta_angle;
bool camera_autozoom_enabled;
float camera_default_zoom;
};
class BonusManager::BonusManagerImpl
{
public:
BonusManagerImpl(Game *game) : game(game), available(false)
{
IBonusOption *opt;
// register options
//
opt = new BWModeBonusOption();
options[opt->name] = opt;
opt = new SuperPhysicsBonusOption();
options[opt->name] = opt;
opt = new WeaponsAndUpgradesBonusOption();
options[opt->name] = opt;
opt = new SpeedModeBonusOption();
options[opt->name] = opt;
opt = new ElectricGunBonusOption();
options[opt->name] = opt;
opt = new BloopersBonusOption();
options[opt->name] = opt;
opt = new InvulnerabilityBonusOption();
options[opt->name] = opt;
opt = new ThirdPersonModeBonusOption();
options[opt->name] = opt;
// load unlocked options
loadOptions();
}
~BonusManagerImpl()
{
// save unlocked options
saveOptions();
}
void unlockOption(const std::string &name)
{
OptionMap::iterator it = options.find(name);
// not found
if(it == options.end()) return;
// avoid duplicates
for(unsigned int i = 0; i < unlockedOptions.size(); i++)
{
if(unlockedOptions[i] == it->second) return;
}
// add to unlockeds
unlockedOptions.push_back(it->second);
}
void unlockAllOptions()
{
// unlock all options
OptionMap::iterator it;
for(it = options.begin(); it != options.end(); it++)
{
unlockOption(it->first);
}
}
bool isOptionUnlocked(const std::string &name)
{
OptionMap::iterator it = options.find(name);
// not found
if(it == options.end()) return false;
// see if it is in unlockeds
for(unsigned int i = 0; i < unlockedOptions.size(); i++)
{
if(unlockedOptions[i] == it->second) return true;
}
return false;
}
int getNumOptions()
{
return unlockedOptions.size();
}
const std::string &getOptionName(int i)
{
assert((unsigned int)i < unlockedOptions.size());
return unlockedOptions[i]->name;
}
void activateOption(int i)
{
assert((unsigned int)i < unlockedOptions.size());
unlockedOptions[i]->active = true;
}
void deactivateAll()
{
for(unsigned int i = 0; i < unlockedOptions.size(); i++)
{
unlockedOptions[i]->active = false;
}
}
bool isActive(int i)
{
assert((unsigned int)i < unlockedOptions.size());
return unlockedOptions[i]->active;
}
void applyOptions(bool apply, int flags)
{
for(unsigned int i = 0; i < unlockedOptions.size(); i++)
{
if(apply)
{
// marked as active
if(unlockedOptions[i]->active)
{
// apply
unlockedOptions[i]->apply(game, flags);
unlockedOptions[i]->applied = true;
}
}
else
{
// has been applied
if(unlockedOptions[i]->applied)
{
// unapply
unlockedOptions[i]->unapply(game, flags);
unlockedOptions[i]->applied = false;
}
}
}
}
void saveOptions()
{
FILE *f = fopen(BONUS_OPTIONS_FILE, "wb");
if(f == NULL)
{
Logger::getInstance()->error("BonusManager::saveOptions - File could not be opened for writing.");
return;
}
// build string
std::string text;
for(unsigned int i = 0; i < unlockedOptions.size(); i++)
{
text += unlockedOptions[i]->name + "$";
}
if(available)
{
// "available" keyword means game is finished and bonuses can be used
text += "available$";
}
// encrypt
for(unsigned int i = 0; i < text.length(); i++)
{
text[i] = ~text[i];
}
// write
fwrite(text.c_str(), text.length() + 1, 1, f);
fclose(f);
}
void loadOptions()
{
frozenbyte::filesystem::FB_FILE *f = frozenbyte::filesystem::fb_fopen(BONUS_OPTIONS_FILE, "rb");
if(f == NULL)
{
Logger::getInstance()->debug("BonusManager::loadOptions - File could not be opened for reading.");
return;
}
int flen = frozenbyte::filesystem::fb_fsize(f);
char *buf = (char *)alloca(flen + 1);
int got = frozenbyte::filesystem::fb_fread(buf, sizeof(char), flen, f);
frozenbyte::filesystem::fb_fclose(f);
int start = 0;
for(int j = 0; j < got; j++)
{
// decrypt
buf[j] = ~(buf[j]);
// parse
if(buf[j] == '$')
{
// null terminate
buf[j] = 0;
// "available" keyword means game is finished and bonuses can be used
if(strcmp(buf + start, "available") == 0)
{
available = true;
}
else
{
unlockOption(buf + start);
}
start = j + 1;
}
}
}
bool areOptionsAvailable(void)
{
return available;
}
void makeOptionsAvailable(bool available_)
{
available = available_;
}
bool shouldCreateAsButton(int i)
{
assert((unsigned int)i < unlockedOptions.size());
return unlockedOptions[i]->createAsButton;
}
void buttonPressed(int i)
{
assert((unsigned int)i < unlockedOptions.size());
if(unlockedOptions[i]->createAsButton)
{
unlockedOptions[i]->apply(game, 0);
}
}
private:
Game *game;
std::vector<IBonusOption *> unlockedOptions;
typedef std::map<std::string, IBonusOption *> OptionMap;
OptionMap options;
bool available;
};
BonusManager::BonusManager(Game *game)
{
impl = new BonusManagerImpl(game);
}
BonusManager::~BonusManager()
{
delete impl;
}
int BonusManager::getNumOptions()
{
return impl->getNumOptions();
}
const std::string &BonusManager::getOptionName(int i)
{
return impl->getOptionName(i);
}
void BonusManager::activateOption(int i)
{
impl->activateOption(i);
}
void BonusManager::deactivateAll()
{
impl->deactivateAll();
}
bool BonusManager::isActive(int i)
{
return impl->isActive(i);
}
void BonusManager::applyOptions(bool apply, int flags)
{
impl->applyOptions(apply, flags);
}
void BonusManager::unlockOption(const std::string &name)
{
impl->unlockOption(name);
}
void BonusManager::unlockAllOptions()
{
impl->unlockAllOptions();
}
bool BonusManager::isOptionUnlocked(const std::string &name)
{
return impl->isOptionUnlocked(name);
}
bool BonusManager::areOptionsAvailable(void)
{
return impl->areOptionsAvailable();
}
void BonusManager::makeOptionsAvailable(bool available)
{
impl->makeOptionsAvailable(available);
}
bool BonusManager::shouldCreateAsButton(int i)
{
return impl->shouldCreateAsButton(i);
}
void BonusManager::buttonPressed(int i)
{
return impl->buttonPressed(i);
}
}