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https://github.com/TheOnlyZac/sly1.git
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186 lines
4.4 KiB
C
186 lines
4.4 KiB
C
/**
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* @file difficulty.h
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*
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* @brief Dynamic difficulty system.
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*/
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#ifndef DIFFICULTY_H
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#define DIFFICULTY_H
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#include "common.h"
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#include <util.h>
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#include <chkpnt.h>
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#include <sw.h>
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/**
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* @brief Difficulty prize state.
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*/
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enum DPS
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{
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DPS_Normal = 0,
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DPS_GivenCharms = 1,
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DPS_Max = 2
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};
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/**
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* @brief Values for a particular difficulty level.
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*/
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struct DifficultyLevel
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{
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struct LM suck_lm; // Clamp the suck to this limit
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undefined4 field1_0x8;
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float field4_0xc;
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float duSuckDeath;
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float duSuckChkpntTrigger; // Suck gain from triggering a checkpoint for the first time
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float duSuckChkpntRetrigger; // Suck gain from retriggering a checkpoint subsequent times
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float rand_low;
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float field10_0x20;
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float field11_0x24;
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float field12_0x28;
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float uSuckCharmLow; // Suck threshold to get a low noob charm
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int ccharmLow; // Low noob charm count
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float uSuckCharmHigh; // Suck threshold to get a high noob charm
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int ccharmHigh; // High noob charm count
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float field17_0x3c;
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float field18_0x40;
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float field19_0x44;
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float field20_0x48;
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int field21_0x4c;
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float field22_0x50;
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};
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/**
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* @brief Maintains the current difficulty level.
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*/
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struct DIFFICULTY
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{
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struct LM *unk_lm;
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int ccoinRichMin;
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int ccoinRichMax;
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int ccoinPoorMin;
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int ccoinPoorMax;
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int uRichLow;
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int uRichHigh;
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struct DifficultyLevel *p_difficulty_level;
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enum DPS dps;
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};
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/**
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* @brief Ensure kind.
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*
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* Unknown, more research needed.
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*
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* @todo Move to a more appropriate location.
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*/
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enum ENSK
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{
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ENSK_Get,
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ENSK_Set
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};
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/**
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* @brief Unknown, more research needed.
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*
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* @param psw Pointer to the SW struct.
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* @param ensk Ensure kind?
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* @param param3 Unknown.
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*/
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DIFFICULTY *PdifficultyEnsureSw(SW *psw, ENSK ensk, undefined4 param3);
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/**
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* @brief Clears the difficulty struct.
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*
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* @param pdifficulty Pointer to the difficulty.
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*/
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void OnDifficultyGameLoad(DIFFICULTY *pdifficulty);
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/**
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* @brief Sets up the difficulty system before a level load.
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*
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* Sets the difficulty value based on the current level.
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*
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* @param pdifficulty Pointer to the difficulty.
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*/
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void OnDifficultyWorldPreLoad(DIFFICULTY *pdifficulty);
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/**
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* @brief Sets up the difficulty system after a level load.
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*
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* Gives the player suck charms if they are below the threshold.
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*
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* @param pdifficulty Pointer to the difficulty.
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*/
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void OnDifficultyWorldPostLoad(DIFFICULTY *pdifficulty);
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/**
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* @brief Stubbed, does nothing.
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*
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* @param pdifficulty Pointer to the difficulty.
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*/
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void OnDifficultyInitialTeleport(DIFFICULTY *pdifficulty);
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/**
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* @brief Updates suck values for player death.
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*
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* Increases the player's suck value, accounting for a game over.
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*
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* @param scalar The amount to increase the suck value by.
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* @param pdifficulty Pointer to the difficulty.
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*/
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void OnDifficultyPlayerDeath(float scalar, struct DIFFICULTY *pdifficulty);
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/**
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* @brief Updates suck values for a checkpoint.
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*
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* Decreases the suck value based on the difficulty level.
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*
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* @param pdifficulty Pointer to the difficulty.
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* @param pchkpnt Pointer to the checkpoint.
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*/
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void OnDifficultyTriggerCheckpoint(DIFFICULTY *pdifficulty, struct CHKPNT *pchkpnt);
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/**
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* @brief Updates suck values for collecting a key.
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*
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* Resets the suck values.
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*
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* @param pdifficulty Pointer to the difficulty.
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*/
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void OnDifficultyCollectKey(DIFFICULTY *pdifficulty);
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/**
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* @brief Updates suck values for breaking an object.
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*
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* @param pdifficulty Pointer to the difficulty.
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* @param ppos Pointer to the position of the breakable.
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* @param ccoin The number of coins. (?)
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*/
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void OnDifficultyBreak(DIFFICULTY *pdifficulty, struct VECTOR *ppos, int ccoin);
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/**
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* @brief Changes the suck value by the given amount.
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*
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* Clamps the suck between the min and max values for the given difficulty.
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*
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* @param nParam The amount to change the suck value by.
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* @param pdifficulty Pointer to the difficulty.
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*/
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void ChangeSuck(float nParam, struct DIFFICULTY *pdifficulty);
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// void ResetSuckChkpnts(int nParam);
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// void SetSuckChkpnts(int nParam);
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/**
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* @brief Stubbed function.
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*/
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void OnDifficultyInitialTeleport();
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// Current difficulty struct
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extern struct DIFFICULTY g_difficulty;
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// Each of three difficulty levels
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extern struct DIFFICULTYLEVEL g_difficultyEasy;
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extern struct DIFFICULTYLEVEL g_difficultyMedium;
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extern struct DIFFICULTYLEVEL g_difficultyHard;
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#endif // DIFFICULTY_H
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