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Game.cpp
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Game.cpp
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/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
// Game.cpp : Defines the initialization routines for the DLL.
//
#include "stdafx.h"
#include "Game.h"
#include <direct.h> // for _mkdir()
#include <sys/timeb.h>
#include <time.h>
#include <locale.h>
#include <io.h>
#include <Engine/Base/Profiling.h>
#include <Engine/Base/Statistics.h>
#include <Engine/CurrentVersion.h>
#include "Camera.h"
#include "LCDDrawing.h"
extern FLOAT con_fHeightFactor = 0.5f;
extern FLOAT con_tmLastLines = 5.0f;
extern INDEX con_bTalk = 0;
CTimerValue _tvMenuQuickSave(0I64);
// used filenames
CTFileName fnmPersistentSymbols = CTString("Scripts\\PersistentSymbols.ini");
CTFileName fnmStartupScript = CTString("Scripts\\Game_startup.ini");
CTFileName fnmConsoleHistory = CTString("Temp\\ConsoleHistory.txt");
CTFileName fnmCommonControls = CTString("Controls\\System\\Common.ctl");
// force dependency for player class
DECLARE_CTFILENAME( fnmPlayerClass, "Classes\\Player.ecl");
#define MAX_HIGHSCORENAME 16
#define MAX_HIGHSCORETABLESIZE ((MAX_HIGHSCORENAME+1+sizeof(INDEX)*4)*HIGHSCORE_COUNT)*2
UBYTE _aubHighScoreBuffer[MAX_HIGHSCORETABLESIZE];
UBYTE _aubHighScorePacked[MAX_HIGHSCORETABLESIZE];
// controls used for all commands not belonging to any particular player
static CControls _ctrlCommonControls;
// array for keeping all frames' times
static CStaticStackArray<TIME> _atmFrameTimes;
static CStaticStackArray<INDEX> _actTriangles; // world, model, particle, total
// one and only Game object
extern CGame *_pGame = NULL;
extern "C" __declspec (dllexport) CGame *GAME_Create(void)
{
_pGame = new CGame;
return _pGame;
}
// recorded profiling stats
static CTimerValue _tvDemoStarted;
static CTimerValue _tvLastFrame;
static CTString _strProfile;
static BOOL _bDumpNextTime = FALSE;
static BOOL _bStartProfilingNextTime = FALSE;
static BOOL _bProfiling = FALSE;
static INDEX _ctProfileRecording = 0;
static FLOAT gam_iRecordHighScore = -1.0f;
extern FLOAT gam_afAmmoQuantity[5] = {2.0f, 2.0f, 1.0f, 1.0f , 2.0f };
extern FLOAT gam_afDamageStrength[5] = {0.25f, 0.5f, 1.0f, 1.5f , 2.0f };
extern FLOAT gam_afEnemyAttackSpeed[5] = {0.75f, 0.75f, 1.0f, 2.0f , 2.0f };
extern FLOAT gam_afEnemyMovementSpeed[5] = {1.0f , 1.0f , 1.0f, 1.25f, 1.25f};
extern FLOAT gam_fManaTransferFactor = 0.5f;
extern FLOAT gam_fExtraEnemyStrength = 0;
extern FLOAT gam_fExtraEnemyStrengthPerPlayer = 0;
extern INDEX gam_iCredits = -1; // number of credits for respawning
extern FLOAT gam_tmSpawnInvulnerability = 3;
extern INDEX gam_iScoreLimit = 100000;
extern INDEX gam_iFragLimit = 20;
extern INDEX gam_iTimeLimit = 0;
extern INDEX gam_bWeaponsStay = TRUE;
extern INDEX gam_bAmmoStays = TRUE;
extern INDEX gam_bHealthArmorStays = TRUE;
extern INDEX gam_bAllowHealth = TRUE;
extern INDEX gam_bAllowArmor = TRUE;
extern INDEX gam_bInfiniteAmmo = FALSE;
extern INDEX gam_bRespawnInPlace = TRUE;
extern INDEX gam_bPlayEntireGame = TRUE;
extern INDEX gam_bFriendlyFire = FALSE;
extern INDEX gam_ctMaxPlayers = 8;
extern INDEX gam_bWaitAllPlayers = FALSE;
extern INDEX gam_iInitialMana = 100;
extern INDEX gam_bQuickLoad = FALSE;
extern INDEX gam_bQuickSave = FALSE;
extern INDEX gam_iQuickSaveSlots = 8;
extern INDEX gam_iQuickStartDifficulty = 1;
extern INDEX gam_iQuickStartMode = 0;
extern INDEX gam_bQuickStartMP = 0;
extern INDEX gam_bEnableAdvancedObserving = 0;
extern INDEX gam_iObserverConfig = 0;
extern INDEX gam_iObserverOffset = 0;
extern INDEX gam_iStartDifficulty = 1;
extern INDEX gam_iStartMode = 0;
extern CTString gam_strGameAgentExtras = "";
extern INDEX gam_iBlood = 2; // 0=none, 1=green, 2=red, 3=hippie
extern INDEX gam_bGibs = TRUE;
extern INDEX gam_bUseExtraEnemies = TRUE;
static INDEX hud_iEnableStats = 1;
static FLOAT hud_fEnableFPS = 1;
static INDEX hud_iStats = 0;
static INDEX hud_bShowTime = FALSE;
static INDEX hud_bShowClock = FALSE;
static INDEX hud_bShowNetGraph = FALSE;
static INDEX hud_bShowResolution = FALSE;
static INDEX dem_bOSD = FALSE;
static INDEX dem_bPlay = FALSE;
static INDEX dem_bPlayByName = FALSE;
static INDEX dem_bProfile = FALSE;
static INDEX dem_iProfileRate = 5;
static CTString dem_strPostExec = "";
static INDEX ctl_iCurrentPlayerLocal = -1;
static INDEX ctl_iCurrentPlayer = -1;
static FLOAT gam_fChatSoundVolume = 0.25f;
extern BOOL _bUserBreakEnabled = FALSE;
extern BOOL map_bIsFirstEncounter = FALSE;
// make sure that console doesn't show last lines if not playing in network
void MaybeDiscardLastLines(void)
{
// if not in network
if (!_pNetwork->IsNetworkEnabled()) {
// don't show last lines on screen after exiting console
CON_DiscardLastLineTimes();
}
}
class CEnableUserBreak {
public:
BOOL bOld;
CEnableUserBreak();
~CEnableUserBreak();
};
CEnableUserBreak::CEnableUserBreak() {
bOld = _bUserBreakEnabled;
_bUserBreakEnabled = TRUE;
}
CEnableUserBreak::~CEnableUserBreak() {
_bUserBreakEnabled = bOld;
}
// wrapper function for dump and printout of extensive demo profile report
static void DumpDemoProfile(void)
{
CTString strFragment, strAnalyzed;
dem_iProfileRate = Clamp( dem_iProfileRate, 0L, 60L);
strFragment = _pGame->DemoReportFragmentsProfile( dem_iProfileRate);
strAnalyzed = _pGame->DemoReportAnalyzedProfile();
try {
// create file
CTFileStream strm;
CTString strFileName = CTString( "temp\\DemoProfile.lst");
strm.Create_t( strFileName, CTStream::CM_TEXT);
// dump results
strm.FPrintF_t( strFragment);
strm.FPrintF_t( strAnalyzed);
// done!
CPrintF( TRANS("Demo profile data dumped to '%s'.\n"), strFileName);
}
catch (char *strError) {
// something went wrong :(
CPrintF( TRANS("Cannot dump demo profile data: %s\n"), strError);
}
}
static void ReportDemoProfile(void)
{
CTString strFragment, strAnalyzed;
dem_iProfileRate = Clamp( dem_iProfileRate, 0L, 60L);
strFragment = _pGame->DemoReportFragmentsProfile( dem_iProfileRate);
strAnalyzed = _pGame->DemoReportAnalyzedProfile();
CPrintF( strFragment);
CPrintF( strAnalyzed);
CPrintF( "-\n");
}
#define MAX_SCRIPTSOUNDS 16
static CSoundObject *_apsoScriptChannels[MAX_SCRIPTSOUNDS] = {0};
static void PlayScriptSound(INDEX iChannel, const CTString &strSound, FLOAT fVolume, FLOAT fPitch, BOOL bLooping)
{
if (iChannel<0 || iChannel>=MAX_SCRIPTSOUNDS) {
return;
}
if (_apsoScriptChannels[iChannel]==NULL) {
_apsoScriptChannels[iChannel] = new CSoundObject;
}
_apsoScriptChannels[iChannel]->SetVolume(fVolume, fVolume);
_apsoScriptChannels[iChannel]->SetPitch(fPitch);
try {
_apsoScriptChannels[iChannel]->Play_t(strSound, SOF_NONGAME|(bLooping?SOF_LOOP:0));
} catch (char *strError) {
CPrintF("%s\n", strError);
}
}
static void PlayScriptSoundCfunc(void* pArgs)
{
INDEX iChannel = NEXTARGUMENT(INDEX);
CTString strSound = *NEXTARGUMENT(CTString*);
FLOAT fVolume = NEXTARGUMENT(FLOAT);
FLOAT fPitch = NEXTARGUMENT(FLOAT);
BOOL bLooping = NEXTARGUMENT(INDEX);
PlayScriptSound(iChannel, strSound, fVolume, fPitch, bLooping);
}
static void StopScriptSound(void* pArgs)
{
INDEX iChannel = NEXTARGUMENT(INDEX);
if (iChannel<0 || iChannel>=MAX_SCRIPTSOUNDS||_apsoScriptChannels[iChannel]==NULL) {
return;
}
_apsoScriptChannels[iChannel]->Stop();
}
static INDEX IsScriptSoundPlaying(INDEX iChannel)
{
if (iChannel<0 || iChannel>=MAX_SCRIPTSOUNDS||_apsoScriptChannels[iChannel]==NULL) {
return 0;
}
return _apsoScriptChannels[iChannel]->IsPlaying();
}
// Dump recorded profiling stats to file.
static void DumpProfileToFile(void)
{
_bDumpNextTime = TRUE;
}
// Dump recorded profiling stats to console.
static void DumpProfileToConsole(void)
{
CPutString(_strProfile);
}
// Record profiling stats.
static void RecordProfile(void)
{
_bStartProfilingNextTime = TRUE;
}
// screen shot saving feature in console
static BOOL bSaveScreenShot = FALSE;
static INDEX dem_iAnimFrame = -1;
static void SaveScreenShot(void)
{
bSaveScreenShot=TRUE;
}
static void Say(void* pArgs)
{
CTString strText = *NEXTARGUMENT(CTString*);
_pNetwork->SendChat(-1, -1, strText);
}
static void SayFromTo(void* pArgs)
{
INDEX ulFrom = NEXTARGUMENT(INDEX);
INDEX ulTo = NEXTARGUMENT(INDEX);
CTString strText = *NEXTARGUMENT(CTString*);
_pNetwork->SendChat(ulFrom, ulTo, strText);
}
// create name for a new screenshot
static CTFileName MakeScreenShotName(void)
{
// create base name from the world name
CTFileName fnmBase = CTString("ScreenShots\\")+_pNetwork->GetCurrentWorld().FileName();
// start at counter of zero
INDEX iShot = 0;
// repeat forever
FOREVER {
// create number for the file
CTString strNumber;
strNumber.PrintF("_shot%04d", iShot);
// create the full filename
CTFileName fnmFullTGA = fnmBase+strNumber+".tga";
CTFileName fnmFullJPG = fnmBase+strNumber+".jpg";
// if the file doesn't exist
if (!FileExistsForWriting(fnmFullTGA) && !FileExistsForWriting(fnmFullJPG)) {
// that is the right filename
return fnmFullTGA;
}
// if it exists, increment the number and retry
iShot++;
}
}
CButtonAction::CButtonAction(void)
{
ba_iFirstKey = KID_NONE;
ba_iSecondKey = KID_NONE;
ba_bFirstKeyDown = FALSE;
ba_bSecondKeyDown = FALSE;
}
// Assignment operator.
CButtonAction &CButtonAction ::operator=(CButtonAction &baOriginal)
{
ba_iFirstKey = baOriginal.ba_iFirstKey;
ba_iSecondKey = baOriginal.ba_iSecondKey;
ba_strName = baOriginal.ba_strName;
ba_strCommandLineWhenPressed = baOriginal.ba_strCommandLineWhenPressed;
ba_strCommandLineWhenReleased = baOriginal.ba_strCommandLineWhenReleased;
ba_bFirstKeyDown = FALSE;
ba_bSecondKeyDown = FALSE;
return *this;
}
void CButtonAction::Read_t( CTStream &istrm)
{
istrm>>ba_iFirstKey;
istrm>>ba_iSecondKey;
istrm>>ba_strName;
istrm>>ba_strCommandLineWhenPressed;
istrm>>ba_strCommandLineWhenReleased;
}
void CButtonAction::Write_t( CTStream &ostrm)
{
ostrm<<ba_iFirstKey;
ostrm<<ba_iSecondKey;
ostrm<<ba_strName;
ostrm<<ba_strCommandLineWhenPressed;
ostrm<<ba_strCommandLineWhenReleased;
}
void CControls::DoButtonActions(void)
{
// for all button actions
FOREACHINLIST( CButtonAction, ba_lnNode, ctrl_lhButtonActions, itButtonAction)
{
// test if first button is pressed
BOOL bFirstPressed = _pInput->GetButtonState( itButtonAction->ba_iFirstKey);
// if it was just pressed
if (bFirstPressed && !itButtonAction->ba_bFirstKeyDown) {
// call pressed command
_pShell->Execute(itButtonAction->ba_strCommandLineWhenPressed);
// if it was just released
} else if (!bFirstPressed && itButtonAction->ba_bFirstKeyDown) {
// call released command
_pShell->Execute(itButtonAction->ba_strCommandLineWhenReleased);
}
// remember pressed state
itButtonAction->ba_bFirstKeyDown = bFirstPressed;
// test if second button is pressed
BOOL bSecondPressed = _pInput->GetButtonState( itButtonAction->ba_iSecondKey);
// if it was just pressed
if (bSecondPressed && !itButtonAction->ba_bSecondKeyDown) {
// call pressed command
_pShell->Execute(itButtonAction->ba_strCommandLineWhenPressed);
// if it was just released
} else if (!bSecondPressed && itButtonAction->ba_bSecondKeyDown) {
// call released command
_pShell->Execute(itButtonAction->ba_strCommandLineWhenReleased);
}
// remember pressed state
itButtonAction->ba_bSecondKeyDown = bSecondPressed;
}
}
// get current reading of an axis
FLOAT CControls::GetAxisValue(INDEX iAxis)
{
CAxisAction &aa = ctrl_aaAxisActions[iAxis];
FLOAT fReading = 0.0f;
if (aa.aa_iAxisAction!=AXIS_NONE) {
// get the reading
fReading = _pInput->GetAxisValue(aa.aa_iAxisAction);
// smooth the reading if needed
if ( ctrl_bSmoothAxes || aa.aa_bSmooth) {
FLOAT fSmoothed = (aa.aa_fLastReading+fReading)/2.0f;
aa.aa_fLastReading = fReading;
fReading = fSmoothed;
}
// integrate to get the absolute reading
aa.aa_fAbsolute+=fReading;
// get relative or absolute reading
if (!aa.aa_bRelativeControler) {
fReading = aa.aa_fAbsolute;
}
}
// compensate for the deadzone
if (aa.aa_fDeadZone>0) {
FLOAT fDeadZone = aa.aa_fDeadZone/100.0f;
if (fReading<-fDeadZone) {
fReading = (fReading+fDeadZone)/(1-fDeadZone);
} else if (fReading>fDeadZone) {
fReading = (fReading-fDeadZone)/(1-fDeadZone);
} else {
fReading = 0.0f;
}
}
// apply sensitivity and inversion
return fReading*aa.aa_fAxisInfluence;
}
void CControls::CreateAction(const CPlayerCharacter &pc, CPlayerAction &paAction, BOOL bPreScan)
{
// set axis-controlled moving
paAction.pa_vTranslation(1) = -GetAxisValue( AXIS_MOVE_LR);
paAction.pa_vTranslation(2) = GetAxisValue( AXIS_MOVE_UD);
paAction.pa_vTranslation(3) = -GetAxisValue( AXIS_MOVE_FB);
// set axis-controlled rotation
paAction.pa_aRotation(1) = (ANGLE)-GetAxisValue( AXIS_TURN_LR);
paAction.pa_aRotation(2) = (ANGLE)GetAxisValue( AXIS_TURN_UD);
paAction.pa_aRotation(3) = (ANGLE)GetAxisValue( AXIS_TURN_BK);
// set axis-controlled view rotation
paAction.pa_aViewRotation(1) = (ANGLE)GetAxisValue( AXIS_LOOK_LR);
paAction.pa_aViewRotation(2) = (ANGLE)GetAxisValue( AXIS_LOOK_UD);
paAction.pa_aViewRotation(3) = (ANGLE)GetAxisValue( AXIS_LOOK_BK);
// execute all button-action shell commands
if (!bPreScan) {
DoButtonActions();
}
//CPrintF("creating: prescan %d, x:%g\n", bPreScan, paAction.pa_aRotation(1));
// make the player class create the action packet
ctl_ComposeActionPacket(pc, paAction, bPreScan);
}
CButtonAction &CControls::AddButtonAction(void)
{
// create a new action
CButtonAction *pbaNew = new CButtonAction;
// add it to end of list
ctrl_lhButtonActions.AddTail(pbaNew->ba_lnNode);
return *pbaNew;
}
void CControls::RemoveButtonAction( CButtonAction &baButtonAction)
{
// remove from list
baButtonAction.ba_lnNode.Remove();
// free it
delete &baButtonAction;
}
// calculate some useful demo vars
static void CalcDemoProfile( INDEX ctFrames, INDEX &ctFramesNoPeaks,
DOUBLE &dTimeSum, DOUBLE &dTimeSumNoPeaks, TIME &tmAverage, TIME &tmAverageNoPeaks,
TIME &tmSigma, TIME &tmHighLimit, TIME &tmLowLimit, TIME &tmHighPeak, TIME &tmLowPeak,
FLOAT &fAvgWTris, FLOAT &fAvgMTris, FLOAT &fAvgPTris, FLOAT &fAvgTTris,
FLOAT &fAvgWTrisNoPeaks, FLOAT &fAvgMTrisNoPeaks, FLOAT &fAvgPTrisNoPeaks, FLOAT &fAvgTTrisNoPeaks)
{
// calculate raw average
INDEX i;
TIME tmCurrent;
dTimeSum = 0;
DOUBLE dWTriSum=0, dMTriSum=0, dPTriSum=0, dTTriSum=0;
DOUBLE dWTriSumNoPeaks=0, dMTriSumNoPeaks=0, dPTriSumNoPeaks=0, dTTriSumNoPeaks=0;
for( i=0; i<ctFrames; i++) {
dTimeSum += _atmFrameTimes[i];
dWTriSum += _actTriangles[i*4 +0]; // world
dMTriSum += _actTriangles[i*4 +1]; // model
dPTriSum += _actTriangles[i*4 +2]; // particle
dTTriSum += _actTriangles[i*4 +3]; // total
}
tmAverage = dTimeSum / ctFrames;
fAvgWTris = dWTriSum / ctFrames;
fAvgMTris = dMTriSum / ctFrames;
fAvgPTris = dPTriSum / ctFrames;
fAvgTTris = dTTriSum / ctFrames;
// calc raw sigma and limits
DOUBLE dSigmaSum=0;
for( i=0; i<ctFrames; i++) {
tmCurrent = _atmFrameTimes[i];
TIME tmDelta = tmCurrent-tmAverage;
dSigmaSum += tmDelta*tmDelta;
}
tmSigma = Sqrt(dSigmaSum/ctFrames);
tmHighLimit = (tmAverage-tmSigma*2);
tmLowLimit = (tmAverage+tmSigma*2);
// eliminate low peaks
ctFramesNoPeaks = ctFrames;
dTimeSumNoPeaks = dTimeSum;
dWTriSumNoPeaks = dWTriSum;
dMTriSumNoPeaks = dMTriSum;
dPTriSumNoPeaks = dPTriSum;
dTTriSumNoPeaks = dTTriSum;
for( i=0; i<ctFrames; i++) {
tmCurrent = _atmFrameTimes[i];
if( tmHighLimit>tmCurrent || tmLowLimit<tmCurrent) {
dTimeSumNoPeaks -= tmCurrent;
dWTriSumNoPeaks -= _actTriangles[i*4 +0];
dMTriSumNoPeaks -= _actTriangles[i*4 +1];
dPTriSumNoPeaks -= _actTriangles[i*4 +2];
dTTriSumNoPeaks -= _actTriangles[i*4 +3];
ctFramesNoPeaks--;
}
}
// calculate peaks, new averages and sigma (without peaks)
tmAverageNoPeaks = dTimeSumNoPeaks / ctFramesNoPeaks;
fAvgWTrisNoPeaks = dWTriSumNoPeaks / ctFramesNoPeaks;
fAvgMTrisNoPeaks = dMTriSumNoPeaks / ctFramesNoPeaks;
fAvgPTrisNoPeaks = dPTriSumNoPeaks / ctFramesNoPeaks;
fAvgTTrisNoPeaks = dTTriSumNoPeaks / ctFramesNoPeaks;
dSigmaSum=0;
tmHighPeak=99999, tmLowPeak=0;
for( i=0; i<ctFrames; i++) {
tmCurrent = _atmFrameTimes[i];
if( tmHighLimit>tmCurrent || tmLowLimit<tmCurrent) continue;
TIME tmDelta = tmCurrent-tmAverageNoPeaks;
dSigmaSum += tmDelta*tmDelta;
if( tmHighPeak > tmCurrent) tmHighPeak = tmCurrent;
if( tmLowPeak < tmCurrent) tmLowPeak = tmCurrent;
}
tmSigma = Sqrt( dSigmaSum/ctFramesNoPeaks);
}
// dump demo profile to file
CTString CGame::DemoReportFragmentsProfile( INDEX iRate)
{
CTString strRes="";
CTString strTmp;
INDEX ctFrames = _atmFrameTimes.Count();
// if report is not required
if( dem_iProfileRate==0) {
strRes.PrintF( TRANS("\nFragments report disabled.\n"));
return strRes;
}
// if not enough frames
if( ctFrames<20) {
strRes.PrintF( TRANS("\nNot enough recorded frames to make fragments report.\n"));
return strRes;
}
// enough frames - calc almost everything
strRes.PrintF( TRANS("\nDemo performance results (fragment time = %d seconds):\n"), dem_iProfileRate);
strTmp.PrintF( "------------------------------------------------------\n\n");
strRes += strTmp;
DOUBLE dTimeSum, dTimeSumNoPeaks;
INDEX ctFramesNoPeaks;
TIME tmAverage, tmAverageNoPeaks;
TIME tmSigma, tmHighLimit, tmLowLimit, tmHighPeak, tmLowPeak;
FLOAT fAvgWTris, fAvgMTris, fAvgPTris, fAvgTTris;
FLOAT fAvgWTrisNoPeaks, fAvgMTrisNoPeaks, fAvgPTrisNoPeaks, fAvgTTrisNoPeaks;
CalcDemoProfile( ctFrames, ctFramesNoPeaks, dTimeSum, dTimeSumNoPeaks, tmAverage, tmAverageNoPeaks,
tmSigma, tmHighLimit, tmLowLimit, tmHighPeak, tmLowPeak,
fAvgWTris, fAvgMTris, fAvgPTris, fAvgTTris,
fAvgWTrisNoPeaks, fAvgMTrisNoPeaks, fAvgPTrisNoPeaks, fAvgTTrisNoPeaks);
strTmp.PrintF( TRANS(" # average FPS average FPS (W/O peaks)\n"));
strRes += strTmp;
// loop thru frames and create output of time fragmens
dTimeSum = 0;
dTimeSumNoPeaks = 0;
ctFramesNoPeaks = 0;
FLOAT fFrameCounter = 0;
FLOAT fFrameCounterNoPeaks = 0;
TIME tmRate = dem_iProfileRate;
INDEX iFragment=1;
for( INDEX i=0; i<ctFrames; i++)
{ // get current frame time and calc sums
TIME tmCurrent = _atmFrameTimes[i];
dTimeSum += tmCurrent;
fFrameCounter++;
if( tmHighLimit<=tmCurrent && tmLowLimit>=tmCurrent) {
dTimeSumNoPeaks += tmCurrent;
fFrameCounterNoPeaks++;
}
// enough data for one time fragment
if( dTimeSum>=tmRate) {
FLOAT fTimeOver = dTimeSum - tmRate;
FLOAT fFrameOver = fTimeOver/tmCurrent;
FLOAT fFragmentAverage = tmRate / (fFrameCounter-fFrameOver);
FLOAT fFragmentNoPeaks = (tmRate-(dTimeSum-dTimeSumNoPeaks)) / (fFrameCounterNoPeaks-fFrameOver);
strTmp.PrintF( "%4d %6.1f %6.1f", iFragment, 1.0f/fFragmentAverage, 1.0f/fFragmentNoPeaks);
strRes += strTmp;
INDEX iFragmentAverage10 = FloatToInt(5.0f/fFragmentAverage);
INDEX iFragmentNoPeaks10 = FloatToInt(5.0f/fFragmentNoPeaks);
if( iFragmentAverage10 != iFragmentNoPeaks10) strTmp.PrintF( " !\n");
else strTmp.PrintF( "\n");
strRes += strTmp;
// restart time and frames
dTimeSum = fTimeOver;
dTimeSumNoPeaks = fTimeOver;
fFrameCounter = fFrameOver;
fFrameCounterNoPeaks = fFrameOver;
iFragment++;
}
}
// all done
return strRes;
}
// printout extensive demo profile report
CTString CGame::DemoReportAnalyzedProfile(void)
{
CTString strRes="";
INDEX ctFrames = _atmFrameTimes.Count();
// nothing kept?
if( ctFrames<20) {
strRes.PrintF( TRANS("\nNot enough recorded frames to analyze.\n"));
return strRes;
}
// calc almost everything
DOUBLE dTimeSum, dTimeSumNoPeaks;
INDEX ctFramesNoPeaks;
TIME tmAverage, tmAverageNoPeaks;
TIME tmSigma, tmHighLimit, tmLowLimit, tmHighPeak, tmLowPeak;
FLOAT fAvgWTris, fAvgMTris, fAvgPTris, fAvgTTris;
FLOAT fAvgWTrisNoPeaks, fAvgMTrisNoPeaks, fAvgPTrisNoPeaks, fAvgTTrisNoPeaks;
CalcDemoProfile( ctFrames, ctFramesNoPeaks, dTimeSum, dTimeSumNoPeaks, tmAverage, tmAverageNoPeaks,
tmSigma, tmHighLimit, tmLowLimit, tmHighPeak, tmLowPeak,
fAvgWTris, fAvgMTris, fAvgPTris, fAvgTTris,
fAvgWTrisNoPeaks, fAvgMTrisNoPeaks, fAvgPTrisNoPeaks, fAvgTTrisNoPeaks);
// calc sustains
DOUBLE dHighSum=0, dLowSum=0;
DOUBLE dCurrentHighSum=0, dCurrentLowSum=0;
INDEX ctHighFrames=0, ctLowFrames=0;
INDEX ctCurrentHighFrames=0, ctCurrentLowFrames=0;
for( INDEX i=0; i<ctFrames; i++)
{ // skip low peaks
TIME tmCurrent = _atmFrameTimes[i];
if( tmHighLimit>tmCurrent || tmLowLimit<tmCurrent) continue;
// high?
if( (tmAverageNoPeaks-tmSigma) > tmCurrent) {
// keep high sustain
dCurrentHighSum += tmCurrent;
ctCurrentHighFrames++;
} else {
// new high sustain found?
if( ctHighFrames < ctCurrentHighFrames) {
ctHighFrames = ctCurrentHighFrames;
dHighSum = dCurrentHighSum;
}
// reset high sustain
ctCurrentHighFrames = 0;
dCurrentHighSum = 0;
}
// low?
if( (tmAverageNoPeaks+tmSigma) < tmCurrent) {
// keep low sustain
dCurrentLowSum += tmCurrent;
ctCurrentLowFrames++;
} else {
// new low sustain found?
if( ctLowFrames < ctCurrentLowFrames) {
ctLowFrames = ctCurrentLowFrames;
dLowSum = dCurrentLowSum;
}
// reset low sustain
ctCurrentLowFrames = 0;
dCurrentLowSum = 0;
}
}
// and results are ...
TIME tmHighSustained = ctHighFrames / dHighSum;
TIME tmLowSustained = ctLowFrames / dLowSum;
// printout
CTString strTmp;
strTmp.PrintF( TRANS("\n%.1f KB used for demo profile:\n"), 1+ ctFrames*5*sizeof(FLOAT)/1024.0f);
strRes += strTmp;
strTmp.PrintF( TRANS(" Originally recorded: %d frames in %.1f seconds => %5.1f FPS average.\n"),
ctFrames, dTimeSum, 1.0f/tmAverage);
strRes += strTmp;
strTmp.PrintF( TRANS("Without excessive peaks: %d frames in %.1f seconds => %5.1f FPS average.\n"),
ctFramesNoPeaks, dTimeSumNoPeaks, 1.0f/tmAverageNoPeaks);
strRes += strTmp;
strTmp.PrintF( TRANS(" High peak: %5.1f FPS\n"), 1.0f/tmHighPeak);
strRes += strTmp;
strTmp.PrintF( TRANS(" Low peak: %5.1f FPS\n"), 1.0f/tmLowPeak);
strRes += strTmp;
// enough values recorder for high sustain?
if( ctHighFrames > (ctFrames/1024+5)) {
strTmp.PrintF( TRANS(" High sustained: %5.1f FPS (%d frames in %.1f seconds)\n"),
tmHighSustained, ctHighFrames, dHighSum);
strRes += strTmp;
}
// enough values recorder for low sustain?
if( ctLowFrames > (ctFrames/1024+5)) {
strTmp.PrintF( TRANS(" Low sustained: %5.1f FPS (%d frames in %.1f seconds)\n"),
tmLowSustained, ctLowFrames, dLowSum);
strRes += strTmp;
}
// do triangle profile output (hidden - maybe not so wise idea)
if( dem_bProfile==217) {
const FLOAT fAvgRTris = fAvgTTris - (fAvgWTris+fAvgMTris+fAvgPTris);
const FLOAT fAvgRTrisNoPeaks = fAvgTTrisNoPeaks - (fAvgWTrisNoPeaks+fAvgMTrisNoPeaks+fAvgPTrisNoPeaks);
strTmp.PrintF( TRANS("Triangles per frame (with and without excessive peaks):\n")); strRes += "\n"+strTmp;
strTmp.PrintF( TRANS(" World: %7.1f / %.1f\n"), fAvgWTris, fAvgWTrisNoPeaks); strRes += strTmp;
strTmp.PrintF( TRANS(" Model: %7.1f / %.1f\n"), fAvgMTris, fAvgMTrisNoPeaks); strRes += strTmp;
strTmp.PrintF( TRANS(" Particle: %7.1f / %.1f\n"), fAvgPTris, fAvgPTrisNoPeaks); strRes += strTmp;
strTmp.PrintF( TRANS(" rest (2D): %7.1f / %.1f\n"), fAvgRTris, fAvgRTrisNoPeaks); strRes += strTmp;
strRes += " --------------------\n";
strTmp.PrintF( TRANS(" TOTAL: %7.1f / %.1f\n"), fAvgTTris, fAvgTTrisNoPeaks); strRes += strTmp;
}
// all done
return strRes;
}
/* This is called every TickQuantum seconds. */
void CGameTimerHandler::HandleTimer(void)
{
// call game's timer routine
_pGame->GameHandleTimer();
}
void CGame::GameHandleTimer(void)
{
// if direct input is active
if( _pInput->IsInputEnabled() && !gm_bMenuOn)
{
// check if any active control uses joystick
BOOL bAnyJoy = _ctrlCommonControls.UsesJoystick();
for( INDEX iPlayer=0; iPlayer<4; iPlayer++) {
if( gm_lpLocalPlayers[ iPlayer].lp_pplsPlayerSource != NULL) {
INDEX iCurrentPlayer = gm_lpLocalPlayers[ iPlayer].lp_iPlayer;
CControls &ctrls = gm_actrlControls[ iCurrentPlayer];
if (ctrls.UsesJoystick()) {
bAnyJoy = TRUE;
break;
}
}
}
_pInput->SetJoyPolling(bAnyJoy);
// read input devices
_pInput->GetInput(FALSE);
// if game is currently active, and not paused
if (gm_bGameOn && !_pNetwork->IsPaused() && !_pNetwork->GetLocalPause())
{
// for all possible local players
for( INDEX iPlayer=0; iPlayer<4; iPlayer++)
{
// if this player exist
if( gm_lpLocalPlayers[ iPlayer].lp_pplsPlayerSource != NULL)
{
// publish player index to console
ctl_iCurrentPlayerLocal = iPlayer;
ctl_iCurrentPlayer = gm_lpLocalPlayers[ iPlayer].lp_pplsPlayerSource->pls_Index;
// copy its local controls to current controls
memcpy(
ctl_pvPlayerControls,
gm_lpLocalPlayers[ iPlayer].lp_ubPlayerControlsState,
ctl_slPlayerControlsSize);
// create action for it for this tick
CPlayerAction paAction;
INDEX iCurrentPlayer = gm_lpLocalPlayers[ iPlayer].lp_iPlayer;
CControls &ctrls = gm_actrlControls[ iCurrentPlayer];
ctrls.CreateAction(gm_apcPlayers[iCurrentPlayer], paAction, FALSE);
// set the action in the client source object
gm_lpLocalPlayers[ iPlayer].lp_pplsPlayerSource->SetAction(paAction);
// copy the local controls back
memcpy(
gm_lpLocalPlayers[ iPlayer].lp_ubPlayerControlsState,
ctl_pvPlayerControls,
ctl_slPlayerControlsSize);
}
}
// clear player indices
ctl_iCurrentPlayerLocal = -1;
ctl_iCurrentPlayer = -1;
}
// execute all button-action shell commands for common controls
if (gm_bGameOn) {
_ctrlCommonControls.DoButtonActions();
}
}
// if DirectInput is disabled, and game is currently active
else if (gm_bGameOn)
{
// for all possible local players
for( INDEX iPlayer=0; iPlayer<4; iPlayer++)
{ // if this player exist
if( gm_lpLocalPlayers[iPlayer].lp_pplsPlayerSource != NULL)
{
CPlayerSource &pls = *gm_lpLocalPlayers[iPlayer].lp_pplsPlayerSource;
// create dummy action for the player for this tick
CPlayerAction paClearAction;
// clear actions
paClearAction = pls.pls_paAction;
paClearAction.pa_vTranslation = FLOAT3D(0.0f,0.0f,0.0f);
// paClearAction.pa_aRotation = ANGLE3D(0,0,0);
// paClearAction.pa_aViewRotation = ANGLE3D(0,0,0);
paClearAction.pa_ulButtons = 0;
// clear the action in the client source object
pls.SetAction(paClearAction);
}
}
}
}
/*
* Global game object (in our case Flesh) initialization function
*/
void CGame::InitInternal( void)
{
gam_strCustomLevel = ""; // filename of custom level chosen
gam_strSessionName = TRANS("Unnamed session"); // name of multiplayer network session
gam_strJoinAddress = TRANS("serveraddress"); // join address
gm_MenuSplitScreenCfg = SSC_PLAY1;
gm_StartSplitScreenCfg = SSC_PLAY1;
gm_CurrentSplitScreenCfg = SSC_PLAY1;
gm_iLastSetHighScore = 0;
gm_iSinglePlayer = 0;
gm_iWEDSinglePlayer = 0;
gm_bGameOn = FALSE;
gm_bMenuOn = FALSE;
gm_bFirstLoading = FALSE;
gm_bProfileDemo = FALSE;
gm_slPlayerControlsSize = 0;
gm_pvGlobalPlayerControls = NULL;
memset(gm_aiMenuLocalPlayers, 0, sizeof(gm_aiMenuLocalPlayers));
memset(gm_aiStartLocalPlayers, 0, sizeof(gm_aiStartLocalPlayers));
// first assign translated to make dependcy catcher extract the translations
gm_astrAxisNames[AXIS_MOVE_UD] = TRANS("move u/d");
gm_astrAxisNames[AXIS_MOVE_LR] = TRANS("move l/r");
gm_astrAxisNames[AXIS_MOVE_FB] = TRANS("move f/b");
gm_astrAxisNames[AXIS_TURN_UD] = TRANS("look u/d");
gm_astrAxisNames[AXIS_TURN_LR] = TRANS("turn l/r");
gm_astrAxisNames[AXIS_TURN_BK] = TRANS("banking");
gm_astrAxisNames[AXIS_LOOK_UD] = TRANS("view u/d");
gm_astrAxisNames[AXIS_LOOK_LR] = TRANS("view l/r");
gm_astrAxisNames[AXIS_LOOK_BK] = TRANS("view banking");
// but we must not really use the translation for loading
gm_astrAxisNames[AXIS_MOVE_UD] = "move u/d"; //
gm_astrAxisNames[AXIS_MOVE_LR] = "move l/r"; //
gm_astrAxisNames[AXIS_MOVE_FB] = "move f/b"; //
gm_astrAxisNames[AXIS_TURN_UD] = "look u/d"; //
gm_astrAxisNames[AXIS_TURN_LR] = "turn l/r"; //
gm_astrAxisNames[AXIS_TURN_BK] = "banking"; //
gm_astrAxisNames[AXIS_LOOK_UD] = "view u/d"; //
gm_astrAxisNames[AXIS_LOOK_LR] = "view l/r"; //
gm_astrAxisNames[AXIS_LOOK_BK] = "view banking"; //
gm_csConsoleState = CS_OFF;
gm_csComputerState = CS_OFF;
gm_bGameOn = FALSE;
gm_bMenuOn = FALSE;
gm_bFirstLoading = FALSE;
gm_aiMenuLocalPlayers[0] = 0;
gm_aiMenuLocalPlayers[1] = -1;
gm_aiMenuLocalPlayers[2] = -1;
gm_aiMenuLocalPlayers[3] = -1;
gm_MenuSplitScreenCfg = SSC_PLAY1;
LoadPlayersAndControls();
gm_iWEDSinglePlayer = 0;
gm_iSinglePlayer = 0;
// add game timer handler
_pTimer->AddHandler(&m_gthGameTimerHandler);
// add shell variables
_pShell->DeclareSymbol("user void RecordProfile(void);", &RecordProfile);
_pShell->DeclareSymbol("user void SaveScreenShot(void);", &SaveScreenShot);
_pShell->DeclareSymbol("user void DumpProfileToConsole(void);", &DumpProfileToConsole);
_pShell->DeclareSymbol("user void DumpProfileToFile(void);", &DumpProfileToFile);
_pShell->DeclareSymbol("user INDEX hud_iStats;", &hud_iStats);
_pShell->DeclareSymbol("user INDEX hud_bShowResolution;", &hud_bShowResolution);
_pShell->DeclareSymbol("persistent user INDEX hud_bShowTime;", &hud_bShowTime);
_pShell->DeclareSymbol("persistent user INDEX hud_bShowClock;", &hud_bShowClock);
_pShell->DeclareSymbol("user INDEX dem_bOnScreenDisplay;", &dem_bOSD);
_pShell->DeclareSymbol("user INDEX dem_bPlay;", &dem_bPlay);
_pShell->DeclareSymbol("user INDEX dem_bPlayByName;", &dem_bPlayByName);
_pShell->DeclareSymbol("user INDEX dem_bProfile;", &dem_bProfile);
_pShell->DeclareSymbol("user INDEX dem_iAnimFrame;", &dem_iAnimFrame);
_pShell->DeclareSymbol("user CTString dem_strPostExec;", &dem_strPostExec);
_pShell->DeclareSymbol("persistent user INDEX dem_iProfileRate;", &dem_iProfileRate);
_pShell->DeclareSymbol("persistent user INDEX hud_bShowNetGraph;", &hud_bShowNetGraph);
_pShell->DeclareSymbol("FLOAT gam_afEnemyMovementSpeed[5];", &gam_afEnemyMovementSpeed);
_pShell->DeclareSymbol("FLOAT gam_afEnemyAttackSpeed[5];", &gam_afEnemyAttackSpeed);
_pShell->DeclareSymbol("FLOAT gam_afDamageStrength[5];", &gam_afDamageStrength);
_pShell->DeclareSymbol("FLOAT gam_afAmmoQuantity[5];", &gam_afAmmoQuantity);
_pShell->DeclareSymbol("persistent user FLOAT gam_fManaTransferFactor;", &gam_fManaTransferFactor);
_pShell->DeclareSymbol("persistent user FLOAT gam_fExtraEnemyStrength ;", &gam_fExtraEnemyStrength );
_pShell->DeclareSymbol("persistent user FLOAT gam_fExtraEnemyStrengthPerPlayer;", &gam_fExtraEnemyStrengthPerPlayer );
_pShell->DeclareSymbol("persistent user INDEX gam_iInitialMana;", &gam_iInitialMana);
_pShell->DeclareSymbol("persistent user INDEX gam_iScoreLimit;", &gam_iScoreLimit);
_pShell->DeclareSymbol("persistent user INDEX gam_iFragLimit;", &gam_iFragLimit);
_pShell->DeclareSymbol("persistent user INDEX gam_iTimeLimit;", &gam_iTimeLimit);
_pShell->DeclareSymbol("persistent user INDEX gam_ctMaxPlayers;", &gam_ctMaxPlayers);
_pShell->DeclareSymbol("persistent user INDEX gam_bWaitAllPlayers;", &gam_bWaitAllPlayers);
_pShell->DeclareSymbol("persistent user INDEX gam_bFriendlyFire;", &gam_bFriendlyFire);
_pShell->DeclareSymbol("persistent user INDEX gam_bPlayEntireGame;", &gam_bPlayEntireGame);
_pShell->DeclareSymbol("persistent user INDEX gam_bWeaponsStay;", &gam_bWeaponsStay);
_pShell->DeclareSymbol("persistent user INDEX gam_bAmmoStays ;", &gam_bAmmoStays );
_pShell->DeclareSymbol("persistent user INDEX gam_bHealthArmorStays;", &gam_bHealthArmorStays);
_pShell->DeclareSymbol("persistent user INDEX gam_bAllowHealth ;", &gam_bAllowHealth );
_pShell->DeclareSymbol("persistent user INDEX gam_bAllowArmor ;", &gam_bAllowArmor );
_pShell->DeclareSymbol("persistent user INDEX gam_bInfiniteAmmo ;", &gam_bInfiniteAmmo );
_pShell->DeclareSymbol("persistent user INDEX gam_bRespawnInPlace ;", &gam_bRespawnInPlace );
_pShell->DeclareSymbol("persistent user INDEX gam_iCredits;", &gam_iCredits);
_pShell->DeclareSymbol("persistent user FLOAT gam_tmSpawnInvulnerability;", &gam_tmSpawnInvulnerability);
_pShell->DeclareSymbol("persistent user INDEX gam_iBlood;", &gam_iBlood);
_pShell->DeclareSymbol("persistent user INDEX gam_bGibs;", &gam_bGibs);
_pShell->DeclareSymbol("persistent user INDEX gam_bUseExtraEnemies;", &gam_bUseExtraEnemies);
_pShell->DeclareSymbol("user INDEX gam_bQuickLoad;", &gam_bQuickLoad);
_pShell->DeclareSymbol("user INDEX gam_bQuickSave;", &gam_bQuickSave);
_pShell->DeclareSymbol("user INDEX gam_iQuickSaveSlots;", &gam_iQuickSaveSlots);
_pShell->DeclareSymbol("user INDEX gam_iQuickStartDifficulty;", &gam_iQuickStartDifficulty);
_pShell->DeclareSymbol("user INDEX gam_iQuickStartMode;", &gam_iQuickStartMode);
_pShell->DeclareSymbol("user INDEX gam_bQuickStartMP;", &gam_bQuickStartMP);
_pShell->DeclareSymbol("persistent user INDEX gam_iStartDifficulty;", &gam_iStartDifficulty);
_pShell->DeclareSymbol("persistent user INDEX gam_iStartMode;", &gam_iStartMode);
_pShell->DeclareSymbol("persistent user CTString gam_strGameAgentExtras;", &gam_strGameAgentExtras);
_pShell->DeclareSymbol("persistent user CTString gam_strCustomLevel;", &gam_strCustomLevel);
_pShell->DeclareSymbol("persistent user CTString gam_strSessionName;", &gam_strSessionName);
_pShell->DeclareSymbol("persistent user CTString gam_strJoinAddress;", &gam_strJoinAddress);
_pShell->DeclareSymbol("persistent user INDEX gam_bEnableAdvancedObserving;", &gam_bEnableAdvancedObserving);
_pShell->DeclareSymbol("user INDEX gam_iObserverConfig;", &gam_iObserverConfig);
_pShell->DeclareSymbol("user INDEX gam_iObserverOffset;", &gam_iObserverOffset);
_pShell->DeclareSymbol("INDEX gam_iRecordHighScore;", &gam_iRecordHighScore);
_pShell->DeclareSymbol("persistent user FLOAT con_fHeightFactor;", &con_fHeightFactor);
_pShell->DeclareSymbol("persistent user FLOAT con_tmLastLines;", &con_tmLastLines);
_pShell->DeclareSymbol("user INDEX con_bTalk;", &con_bTalk);
_pShell->DeclareSymbol("user void ReportDemoProfile(void);", &ReportDemoProfile);
_pShell->DeclareSymbol("user void DumpDemoProfile(void);", &DumpDemoProfile);
extern CTString GetGameAgentRulesInfo(void);
extern CTString GetGameTypeName(INDEX);
extern CTString GetGameTypeNameCfunc(void* pArgs);
extern CTString GetCurrentGameTypeName(void);
extern ULONG GetSpawnFlagsForGameType(INDEX);
extern ULONG GetSpawnFlagsForGameTypeCfunc(void* pArgs);
extern BOOL IsMenuEnabled(const CTString &);
extern BOOL IsMenuEnabledCfunc(void* pArgs);
_pShell->DeclareSymbol("user CTString GetGameAgentRulesInfo(void);", &GetGameAgentRulesInfo);
_pShell->DeclareSymbol("user CTString GetGameTypeName(INDEX);", &GetGameTypeNameCfunc);
_pShell->DeclareSymbol("user CTString GetCurrentGameTypeName(void);", &GetCurrentGameTypeName);
_pShell->DeclareSymbol("user INDEX GetSpawnFlagsForGameType(INDEX);", &GetSpawnFlagsForGameTypeCfunc);
_pShell->DeclareSymbol("user INDEX IsMenuEnabled(CTString);", &IsMenuEnabledCfunc);