mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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170 lines
4.8 KiB
C
170 lines
4.8 KiB
C
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef _DOOM_LIB_H
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#define _DOOM_LIB_H
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#include "doomtype.h"
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#include "doomdef.h"
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#include "doominterface.h"
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#include "idlib/containers/Array.h"
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class idSysMutex;
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class idUserCmdMgr;
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#define IN_NUM_DIGITAL_BUTTONS 8
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#define IN_NUM_ANALOG_BUTTONS 8
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// Cutoff where the analog buttons are considered to be "pressed"
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// This should be smarter.
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#define IN_ANALOG_BUTTON_THRESHOLD 64
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extern idCVar s_volume_sound;
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extern idCVar s_volume_midi;
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extern idCVar m_show_messages;
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extern idCVar m_inDemoMode;
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struct rumble_t
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{
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int feedback; // SMF // XINPUT_FEEDBACK feedback;
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int endTime;
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// The following values are needed, becuase a rumble
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// can fail, if it hasn't processed the previous one yet,
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// so, it must be stored
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bool waiting;
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int left;
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int right;
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};
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enum gameSKU_t {
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GAME_SKU_DCC = 0, // Doom Classic Complete
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GAME_SKU_DOOM1_BFG, // Doom 1 Ran from BFG
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GAME_SKU_DOOM2_BFG, // Doom 2 Ran from BFG
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};
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/*
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================================================================================================
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ExpansionData
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================================================================================================
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*/
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struct ExpansionData {
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enum { IWAD = 0, PWAD = 1 } type;
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GameMode_t gameMode;
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GameMission_t pack_type;
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const char * expansionName;
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const char * iWadFilename;
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const char * pWadFilename;
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const char * saveImageFile;
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const char ** mapNames;
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};
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namespace DoomLib
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{
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typedef int ( *RecvFunc)( char* buff, DWORD *numRecv );
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typedef int ( *SendFunc)( const char* buff, DWORD size, sockaddr_in *target, int toNode );
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typedef int ( *SendRemoteFunc)();
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void InitGlobals( void *ptr = NULL );
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void InitGame( int argc, char ** argv );
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void InitControlRemap();
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keyNum_t RemapControl( keyNum_t key );
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bool Poll();
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bool Tic( idUserCmdMgr * userCmdMgr );
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void Wipe();
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void Frame( int realoffset = 0, int buffer = 0 );
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void Draw();
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void Shutdown();
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void SetNetworking( RecvFunc rf, SendFunc sf, SendRemoteFunc sendRemote );
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void SetPlayer( int id );
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int GetPlayer();
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byte BuildSourceDest( int toNode );
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void GetSourceDest( byte sourceDest, int* source, int* dest );
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int RemoteNodeToPlayerIndex( int node );
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int PlayerIndexToRemoteNode( int index );
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void PollNetwork();
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void SendNetwork();
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void *GetGlobalData( int player );
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void RunSound();
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extern RecvFunc Recv;
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extern SendFunc Send;
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extern SendRemoteFunc SendRemote;
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extern void* (*Z_Malloc)( int size, int tag, void* user );
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extern void (*Z_FreeTag)(int lowtag );
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extern DoomInterface Interface;
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extern int idealExpansion;
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extern int expansionSelected;
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extern bool expansionDirty;
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extern bool skipToLoad;
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extern char loadGamePath[MAX_PATH];
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extern bool skipToNew;
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extern int chosenSkill;
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extern int chosenEpisode;
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extern idMatchParameters matchParms;
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const ExpansionData * GetCurrentExpansion();
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void SetCurrentExpansion( int expansion );
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void SetIdealExpansion( int expansion );
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void SetCurrentMapName( idStr name );
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const idStr & GetCurrentMapName();
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void SetCurrentDifficulty( idStr name );
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const idStr & GetCurrentDifficulty();
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void ActivateGame();
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void ExitGame();
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void ShowXToContinue( bool activate );
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gameSKU_t GetGameSKU();
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void HandleEndMatch();
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};
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#endif
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