// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2016 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file g_game.h /// \brief Game loop, events handling. #ifndef __G_GAME__ #define __G_GAME__ #include "doomdef.h" #include "doomstat.h" #include "d_event.h" extern char gamedatafilename[64]; extern char timeattackfolder[64]; extern char customversionstring[32]; #define GAMEDATASIZE (4*8192) #ifdef SEENAMES extern player_t *seenplayer; #endif extern char player_names[MAXPLAYERS][MAXPLAYERNAME+1]; extern player_t players[MAXPLAYERS]; extern boolean playeringame[MAXPLAYERS]; // ====================================== // DEMO playback/recording related stuff. // ====================================== // demoplaying back and demo recording extern boolean demoplayback, titledemo, demorecording, timingdemo; // Quit after playing a demo from cmdline. extern boolean singledemo; extern boolean demo_start; extern mobj_t *metalplayback; // gametic at level start extern tic_t levelstarttic; // for modding? extern INT16 prevmap, nextmap; extern INT32 gameovertics; extern tic_t timeinmap; // Ticker for time spent in level (used for levelcard display) extern INT16 rw_maximums[NUM_WEAPONS]; // used in game menu extern consvar_t cv_crosshair, cv_crosshair2, cv_crosshair3, cv_crosshair4; extern consvar_t cv_invertmouse, cv_alwaysfreelook, cv_mousemove; extern consvar_t cv_sideaxis,cv_turnaxis,cv_moveaxis,cv_lookaxis,cv_fireaxis,cv_firenaxis; extern consvar_t cv_sideaxis2,cv_turnaxis2,cv_moveaxis2,cv_lookaxis2,cv_fireaxis2,cv_firenaxis2; extern consvar_t cv_sideaxis3,cv_turnaxis3,cv_moveaxis3,cv_lookaxis3,cv_fireaxis3,cv_firenaxis3; extern consvar_t cv_sideaxis4,cv_turnaxis4,cv_moveaxis4,cv_lookaxis4,cv_fireaxis4,cv_firenaxis4; extern consvar_t cv_ghost_besttime, cv_ghost_bestlap, cv_ghost_last, cv_ghost_guest, cv_ghost_staff; typedef enum { AXISNONE = 0, AXISTURN, AXISMOVE, AXISLOOK, AXISSTRAFE, AXISDEAD, //Axises that don't want deadzones AXISFIRE, AXISFIRENORMAL, } axis_input_e; // mouseaiming (looking up/down with the mouse or keyboard) #define KB_LOOKSPEED (1<<25) #define MAXPLMOVE (50) #define SLOWTURNTICS (6) // build an internal map name MAPxx from map number const char *G_BuildMapName(INT32 map); void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer); // copy ticcmd_t to and fro the normal way ticcmd_t *G_CopyTiccmd(ticcmd_t* dest, const ticcmd_t* src, const size_t n); // copy ticcmd_t to and fro network packets ticcmd_t *G_MoveTiccmd(ticcmd_t* dest, const ticcmd_t* src, const size_t n); // clip the console player aiming to the view INT16 G_ClipAimingPitch(INT32 *aiming); INT16 G_SoftwareClipAimingPitch(INT32 *aiming); boolean InputDown(INT32 gc, UINT8 p); INT32 JoyAxis(axis_input_e axissel, UINT8 p); extern angle_t localangle, localangle2, localangle3, localangle4; extern INT32 localaiming, localaiming2, localaiming3, localaiming4; // should be an angle_t but signed extern boolean camspin, camspin2, camspin3, camspin4; // SRB2Kart // // GAME // void G_ChangePlayerReferences(mobj_t *oldmo, mobj_t *newmo); void G_DoReborn(INT32 playernum); void G_PlayerReborn(INT32 player); void G_InitNew(UINT8 pultmode, const char *mapname, boolean resetplayer, boolean skipprecutscene); char *G_BuildMapTitle(INT32 mapnum); // XMOD spawning mapthing_t *G_FindCTFStart(INT32 playernum); mapthing_t *G_FindMatchStart(INT32 playernum); mapthing_t *G_FindCoopStart(INT32 playernum); void G_SpawnPlayer(INT32 playernum, boolean starpost); // Can be called by the startup code or M_Responder. // A normal game starts at map 1, but a warp test can start elsewhere void G_DeferedInitNew(boolean pultmode, const char *mapname, INT32 pickedchar, UINT8 ssplayers, boolean FLS); void G_DoLoadLevel(boolean resetplayer); void G_DeferedPlayDemo(const char *demo); // Can be called by the startup code or M_Responder, calls P_SetupLevel. void G_LoadGame(UINT32 slot, INT16 mapoverride); void G_SaveGameData(void); void G_SaveGame(UINT32 slot); // Only called by startup code. void G_RecordDemo(const char *name); void G_RecordMetal(void); void G_BeginRecording(void); void G_BeginMetal(void); // Only called by shutdown code. void G_SetDemoTime(UINT32 ptime, UINT32 plap); UINT8 G_CmpDemoTime(char *oldname, char *newname); typedef enum { GHC_NORMAL = 0, GHC_SUPER, GHC_FIREFLOWER, GHC_INVINCIBLE } ghostcolor_t; // Record/playback tics void G_ReadDemoTiccmd(ticcmd_t *cmd, INT32 playernum); void G_WriteDemoTiccmd(ticcmd_t *cmd, INT32 playernum); void G_GhostAddThok(void); void G_GhostAddSpin(void); void G_GhostAddRev(void); void G_GhostAddColor(ghostcolor_t color); void G_GhostAddFlip(void); void G_GhostAddScale(fixed_t scale); void G_GhostAddHit(mobj_t *victim); void G_WriteGhostTic(mobj_t *ghost); void G_ConsGhostTic(void); void G_GhostTicker(void); void G_ReadMetalTic(mobj_t *metal); void G_WriteMetalTic(mobj_t *metal); void G_SaveMetal(UINT8 **buffer); void G_LoadMetal(UINT8 **buffer); void G_DoPlayDemo(char *defdemoname); void G_TimeDemo(const char *name); void G_AddGhost(char *defdemoname); void G_DoPlayMetal(void); void G_DoneLevelLoad(void); void G_StopMetalDemo(void); ATTRNORETURN void FUNCNORETURN G_StopMetalRecording(void); void G_StopDemo(void); boolean G_CheckDemoStatus(void); char *G_DemoPlayerName(char *defdemoname); boolean G_IsSpecialStage(INT32 mapnum); boolean G_GametypeUsesLives(void); boolean G_GametypeHasTeams(void); boolean G_GametypeHasSpectators(void); boolean G_BattleGametype(void); boolean G_RaceGametype(void); boolean G_TagGametype(void); void G_ExitLevel(void); void G_NextLevel(void); void G_Continue(void); void G_UseContinue(void); void G_AfterIntermission(void); void G_Ticker(boolean run); boolean G_Responder(event_t *ev); void G_AddPlayer(INT32 playernum); void G_SetExitGameFlag(void); void G_ClearExitGameFlag(void); boolean G_GetExitGameFlag(void); void G_SetRetryFlag(void); void G_ClearRetryFlag(void); boolean G_GetRetryFlag(void); void G_LoadGameData(void); void G_LoadGameSettings(void); void G_SetGameModified(boolean silent); void G_SetGamestate(gamestate_t newstate); // Gamedata record shit void G_AllocMainRecordData(INT16 i); //void G_AllocNightsRecordData(INT16 i); void G_ClearRecords(void); //UINT32 G_GetBestScore(INT16 map); tic_t G_GetBestTime(INT16 map); //tic_t G_GetBestLap(INT16 map); //UINT16 G_GetBestRings(INT16 map); //UINT32 G_GetBestNightsScore(INT16 map, UINT8 mare); //tic_t G_GetBestNightsTime(INT16 map, UINT8 mare); //UINT8 G_GetBestNightsGrade(INT16 map, UINT8 mare); //void G_AddTempNightsRecords(UINT32 pscore, tic_t ptime, UINT8 mare); //void G_SetNightsRecords(void); FUNCMATH INT32 G_TicsToHours(tic_t tics); FUNCMATH INT32 G_TicsToMinutes(tic_t tics, boolean full); FUNCMATH INT32 G_TicsToSeconds(tic_t tics); FUNCMATH INT32 G_TicsToCentiseconds(tic_t tics); FUNCMATH INT32 G_TicsToMilliseconds(tic_t tics); // Don't split up TOL handling INT16 G_TOLFlag(INT32 pgametype); INT16 G_RandMap(INT16 tolflags, INT16 pprevmap, boolean ignorebuffer); #endif