doom-ios/code/iphone/iphone_doom.h

560 lines
16 KiB
C

/*
Copyright (C) 2009-2011 id Software LLC, a ZeniMax Media company.
Copyright (C) 2009 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// this is the version number displayed on the menu screen
#define DOOM_IPHONE_VERSION 0.9
// if defined, the game runs in a separate thread from the app event loop
#define USE_GAME_THREAD
typedef enum menuState {
IPM_GAME,
IPM_MAIN,
IPM_MAPS,
IPM_MULTIPLAYER,
IPM_CONTROLS,
IPM_OPTIONS,
IPM_HUDEDIT,
IPM_PACKET_TEST
} menuState_t;
extern menuState_t menuState;
extern menuState_t lastState;
void iphoneDrawMenus();
#define VID_WIDTH 480
#define VID_HEIGHT 320
#define MAX_SKILLS 5
#define MAX_MAPS 200
#define MF_TRIED 1
#define MF_COMPLETED 2
#define MF_KILLS 4
#define MF_SECRETS 8
#define MF_TREASURE 16
#define MF_TIME 32
// we want to track mapStats for downloaded content, so we
// won't have a known number of these
typedef struct {
int dataset;
int episode;
int map;
int completionFlags[MAX_SKILLS];
} mapStats_t;
// the level select screen returns this
typedef struct {
int dataset;
int episode;
int map;
int skill;
} mapStart_t;
// this structure is saved out at the head of the binary save file,
// and allows all the menus to work without having to load a game save
typedef struct {
mapStart_t map; // this is the map currently being run
int saveGameIsValid; // when 0, resume game will just be a new game
// if someone downloads more than MAX_MAPS, they won't get stat tracking on them.
int numMapStats;
mapStats_t mapStats[MAX_MAPS];
} playState_t;
extern playState_t playState;
extern boolean levelHasBeenLoaded; // determines if "resume game" does a loadGame and exiting does a saveGame
extern pkTexture_t *arialFontTexture;
// set to 1 when app is exiting to cause game thread to do a save game,
// which would not be safe to do from the event thread
extern volatile int saveOnExitState;
extern int asyncTicNum; // 30hz
extern int iphoneFrameNum; // frame rate dependent, max of 30hz
extern int levelLoadFrameNum;
extern int consoleActive;
extern boolean iphoneTimeDemo;
extern int timeDemoStart;
extern char timeDemoResultString[80];
extern cvar_t *skill;
extern cvar_t *episode;
extern cvar_t *controlScheme;
extern cvar_t *stickMove;
extern cvar_t *stickTurn;
extern cvar_t *rotorTurn;
extern cvar_t *stickDeadBand;
extern cvar_t *tiltTurn;
extern cvar_t *tiltMove;
extern cvar_t *tiltDeadBand;
extern cvar_t *tiltAverages;
extern cvar_t *music;
extern cvar_t *miniNet;
extern cvar_t *showTilt;
extern cvar_t *showTime;
extern cvar_t *showNet;
extern cvar_t *showSound;
extern cvar_t *cropSprites;
extern cvar_t *revLand;
extern cvar_t *mapScale;
extern cvar_t *drawControls;
extern cvar_t *autoUse;
extern cvar_t *statusBar;
extern cvar_t *touchClick;
extern cvar_t *messages;
extern cvar_t *timeLimit;
extern cvar_t *fragLimit;
extern cvar_t *mpDeathmatch;
extern cvar_t *mpDataset;
extern cvar_t *mpSkill;
extern cvar_t *mpEpisode;
extern cvar_t *mpMap;
extern cvar_t *glfinish;
extern cvar_t *mapSelectY;
extern cvar_t *throttle;
extern cvar_t *centerSticks;
extern cvar_t *rampTurn;
extern cvar_t *netBuffer;
extern int numTouches;
extern int touches[5][2]; // [0] = x, [1] = y in landscape mode, raster order with y = 0 at top
// so we can detect button releases
extern int numPrevTouches;
extern int prevTouches[5][2];
extern float tilt; // -1.0 to 1.0
extern float tiltPitch;
extern boolean drawWeaponSelect; // true when the weapon select overlay is up
extern int weaponSelected; // -1 for no change
typedef unsigned char color4_t[4];
typedef unsigned char color3_t[3];
// networking
enum {
PACKET_VERSION_BASE = 0x24350010,
PACKET_VERSION_SETUP,
PACKET_VERSION_JOIN,
PACKET_VERSION_CLIENT,
PACKET_VERSION_SERVER
} packetType_t;
#define DOOM_PORT 14666 // setup packets will go to DOOM_PORT+1
// the server sends out a setup packet by broadcast, and also directly addressed
// to each client that has joined the game because broadcast packets have truly
// crappy delivery characteristics over WiFi
typedef struct {
int packetType;
int gameID; // every change to anything in packetSetup_t must change gameID
int startGame; // when this is set, start running the game
int sendCount; // just for packet drop tests
mapStart_t map;
int deathmatch;
int fraglimit;
int timelimit;
int playerID[MAXPLAYERS]; // 0 = not in game
} packetSetup_t;
// If we have received a recent setup packet before hitting the multiplayer
// button, we will send a join packet to that server. Otherwise, we will
// start acting as a new server.
typedef struct {
int packetType;
// this should match the packetSetup.gameID
int gameID;
int playerID;
} packetJoin_t;
typedef struct {
int packetType;
// gameID is determined randomly during setup, any packet that doesn't
// match is discarded
int gameID;
// this could be used to tell when we are dropping client packets
// but it isn't critical
int packetSequence;
// used to show current round trip latency
int packetAcknowledge;
// the client's clock at the time the packet was sent, used
// to track one-way latency
int milliseconds;
// the server could match this up based on ip alone, but it is nice to have
int consoleplayer;
// the last tic that the client has run
int gametic;
// some commands will get missed over the network
ticcmd_t cmd;
} packetClient_t;
typedef struct {
int packetType;
// gameID is determined randomly during setup, any packet that doesn't
// match is discarded
int gameID;
// used to detect packet drops
int packetSequence;
// used to show current round trip latency
int packetAcknowledge;
// the server's clock at the time the packet was sent, used
// to track one-way latency
int milliseconds;
// consistancyTic will be the last acknowledged gametic for this
// particular client
int consistancyTic;
// constancy is used to see if somehow the game running on the
// client has diverged from the one running on the server,
// which is an unrecoverable error
short consistancy[MAXPLAYERS];
// this will be the last pc.gametic from the player
int starttic;
// netcmds[][(maketic-1)&BACKUPTICMASK] is the most recent
int maketic;
// only the [playersInGame*(maketic-starttic)] will be transmitted
ticcmd_t netcmds[MAXPLAYERS*BACKUPTICS];
} packetServer_t;
extern int gameSocket;
extern struct sockaddr_in gameSocketAddress;
extern int playerID;
extern int gameID;
extern int localGameID;
extern int packetSequence;
// Only one game can be set up at a time on a given wireless segment, although
// several independent games can be played.
// If a valid setupPacket has arrived in the last second, that will be the
// displayed game, otherwise the local system starts sending out setupPackets.
extern packetSetup_t setupPacket;
extern int setupPacketFrameNum;
extern int localGameID; // change every time we take over as the sender of setupPackets
// set after each game tic if a usable line is in front of the player
extern boolean autoUseActive;
extern boolean respawnActive;
typedef enum {
NF_NONE,
NF_CONSISTANCY,
NF_INTERRUPTED
} netFail_t;
extern netFail_t netGameFailure; // set by asyncThread
typedef struct {
int interfaceIndex; // we must use the right socket to send packets
struct sockaddr address;
int oneWayLatency; // will always have 30+ msec of jitter
int lastPacketAsyncTic; // to easily tell if it just arrived
int lastPacketTime; // local milliseconds of last receive
int lastTimeDelta; // packet milliseconds - local milliseconds
int lowestTimeDelta; // min'd with lastTimeDelta each arrival
int currentPingTics; // packetSequence - last packetAcknowledge
} netPeer_t;
typedef struct {
netPeer_t peer;
packetClient_t pc; // most recent packet received
// TODO: There would be some benefit to ensuring that no edge transitions on
// buttons are missed due to clock/net jitter.
} netPlayer_t;
// all received packets, whether bluetooth or WiFi, go through here
void iphoneProcessPacket( const struct sockaddr *from, const void *data, int len );
extern netPeer_t netServer;
extern netPlayer_t netPlayers[MAXPLAYERS];
extern sem_t * ticSemaphore;
typedef struct {
int numGameTics;
int numPingTics;
int enterFrame;
int afterSleep;
int beforeSwap;
int afterSwap;
} logTime_t;
#define MAX_LOGGED_TIMES 512
extern logTime_t loggedTimes[MAX_LOGGED_TIMES]; // indexed by iphoneFrameNum
void LoadWallTexture( int wallPicNum );
float StringFontWidth( const char *str );
int TouchDown( int x, int y, int w, int h );
int TouchReleased( int x, int y, int w, int h );
int TouchPressed( int x, int y, int w, int h );
// y is the baseline for font drawing
float iphoneDrawText( float x, float y, float scale, const char *str );
float iphoneCenterText( float x, float y, float scale, const char *str );
void StartGame();
void iphoneOpenAutomap();
void iphoneDrawNotifyText();
void iphoneSet2D( void );
void R_Draw_Fill( int x, int y, int w, int h, color3_t c );
void R_Draw_Blend( int x, int y, int w, int h, color4_t c );
void InitImmediateModeGL();
int iphoneRotateForLandscape();
void iphoneCheckForLandscapeReverse();
void iphonePacifierUpdate();
void iphoneDrawScreen();
extern int damageflash;
extern int bonusFrameNum;
extern int attackDirTime[2];
#define BF_IGNORE 1 // don't draw or process touches
#define BF_INACTIVE 2 // draw, but no touch processing at all
#define BF_GLOW 4 // animated overbright glow
#define BF_DIMMED 8 // draw darker, but still selectable
#define BF_CENTERTEXT 16 // text in middle of button, not underneath
#define BF_TRANSPARENT 32 // blend translucent
#define BF_HUDBUTTON 64 // don't process in UpdateHudTouch
#define BF_DRAW_ACTIVE 128 // for fire button
#define BF_SMALL_CLICK 256 // for fire button
typedef struct {
int x, y;
int drawWidth, drawHeight;
pkTexture_t *texture;
const char *title;
struct touch_s *touch;
float scale; // ramps up and down after touches
int frameNum; // reset scale if not checked on previous frame
int buttonFlags;
boolean twoFingerPress; // if a second finger came down before a release for timedemo / etc
boolean pressed; // true when a touch goes down in it
// stuff for hud controls
boolean drawAsLimit; // color tint when further movement won't do anything
float touchState; // rotor angle
float drawState; // offsets for rotors
int downX, downY; // initial touch went down here
} ibutton_t;
typedef struct {
ibutton_t forwardStick;
ibutton_t sideStick;
ibutton_t turnStick;
ibutton_t turnRotor;
ibutton_t fire;
ibutton_t menu;
ibutton_t map;
ibutton_t weaponSelect;
} hud_t;
extern hud_t huds;
void HudSetForScheme( int schemeNum );
void HudSetTexnums();
void HudEditFrame();
boolean StartNetGame();
int BackButton();
void ResumeGame();
//---------------------------------------
// Touch and button
//---------------------------------------
typedef struct touch_s {
boolean down;
int x, y;
// int prevX, prevY; // will be set to x, y on first touch, copied after each game frame
int stateCount; // set to 1 on first event that state changes, incremented each game frame (-1 is a special tapped-and-released code)
void *controlOwner;
} touch_t;
#define MAX_TOUCHES 5
extern touch_t sysTouches[MAX_TOUCHES];
extern touch_t gameTouches[MAX_TOUCHES];
extern pthread_mutex_t eventMutex; // used to sync between game and event threads
touch_t *TouchInBounds( int x, int y, int w, int h );
touch_t *AnyTouchInBounds( int x, int y, int w, int h );
touch_t *UpdateHudTouch( ibutton_t *hud );
bool NewTextButton( ibutton_t *b, const char *title, int x, int y, int w, int h );
void SetButtonPics( ibutton_t *button, const char *picName, const char *title, int x, int y );
void SetButtonPicsAndSizes( ibutton_t *button, const char *picBase, const char *title, int x, int y, int w, int h );
boolean HandleButton( ibutton_t *button );
//---------------------------------------
// Doom stuff we use directly
//---------------------------------------
void G_DoSaveGame (boolean menu);
extern short consistancy[MAXPLAYERS][BACKUPTICS];
extern boolean levelTimer;
extern int levelTimeCount;
extern boolean levelFragLimit;
extern int levelFragLimitCount;
//---------------------------------------
// iphone_sound.c
//---------------------------------------
void Sound_Init( void );
void Sound_StartLocalSound( const char *sound );
void Sound_StartLocalSoundAtVolume( const char *sound, float volume );
void ShowSound();
//---------------------------------------
// iphone_net.c
//---------------------------------------
// dump all the interfaces and ip addresses for debugging
void ReportNetworkInterfaces();
// open a UDP socket, pass "en0" for wifi
int UDPSocket( const char *interfaceName, int portnum );
// return false if the multiplayer button should be disabled
boolean NetworkAvailable();
// this can be called every frame in the menu to highlight
// the multiplayer icon when a server is already up
boolean NetworkServerAvailable();
// returns "WiFi", "BlueTooth", or "" for display on the
// main menu multiplayer icon
const char *NetworkServerTransport();
// this queries DNS for the actual address
boolean ResolveNetworkServer( struct sockaddr *addr );
// If we are starting a server instead of joining one, make
// us available as a bonjour service until we start the game
// or back out of the multiplayer menu. Returns false if
// someone else grabbed it just before we could.
boolean RegisterGameService();
void TerminateGameService();
// called by AsyncTic() to check for server state changes,
// registers for service browsing on first call.
void ProcessDNSMessages();
// draw a graph of packets sent and received
void ShowNet();
void ShowMiniNet();
//---------------------------------------
// iphone_mapSelect.c
//---------------------------------------
// returns false if nothing was selected
// if map->map is -1, the back button was hit instead of choosing a level
boolean iphoneMapSelectMenu( mapStart_t *map );
mapStats_t *FindMapStats( int dataset, int episode, int map, boolean create );
const char *FindMapName( int dataset, int episode, int map );
//---------------------------------------
// iphone_start.c
//
// game harness routines
//---------------------------------------
void ResumeGame();
boolean StartNetGame();
void StartSaveGame();
void StartSinglePlayerGame( mapStart_t map );
void StartDemoGame( boolean timeDemoMode );
//---------------------------------------
// interfaces from the original game code
//---------------------------------------
void iphoneSetNotifyText( const char *str, ... );
void iphoneIntermission( wbstartstruct_t* wbstartstruct );
void iphoneStartLevel();
void iphoneStartMusic();
void iphoneStopMusic();
void iphonePlayMusic( const char *name );
void iphonePauseMusic();
void iphoneResumeMusic();
//---------------------------------------
// interfaces to Objective-C land
//---------------------------------------
// The event thread will fill this after hitting enter
// on the console. The game thread should check it,
// execute it, and clear it under mutex.
extern char consoleCommand[1024];
void SysIPhoneSwapBuffers();
void SysIPhoneVibrate();
void SysIPhoneOpenURL( const char *url );
void SysIPhoneSetUIKitOrientation( int isLandscapeRight );
const char * SysIPhoneGetConsoleTextField();
void SysIPhoneSetConsoleTextField(const char *);
void SysIPhoneInitAudioSession();
int SysIPhoneOtherAudioIsPlaying();
int SysIphoneMilliseconds();
int SysIphoneMicroseconds();
const char * SysIphoneGetAppDir();
const char * SysIphoneGetDocDir();
//---------------------------------------
// interfaces from Objective-C land
//---------------------------------------
void iphoneStartup();
void iphoneShutdown();
void iphoneFrame();
void iphoneAsyncTic();
void iphoneTiltEvent( float *tilts );