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https://git.do.srb2.org/KartKrew/Kart-Public.git
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d467399480
This makes it so that if the SPB'd person is passed, then the person who's getting SPB'd won't get the increased item odds for the weird feedback loop.
540 lines
16 KiB
C
540 lines
16 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2016 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file doomstat.h
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/// \brief All the global variables that store the internal state.
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///
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/// Theoretically speaking, the internal state of the engine
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/// should be found by looking at the variables collected
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/// here, and every relevant module will have to include
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/// this header file. In practice... things are a bit messy.
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#ifndef __DOOMSTAT__
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#define __DOOMSTAT__
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// We need globally shared data structures, for defining the global state variables.
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#include "doomdata.h"
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// We need the player data structure as well.
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#include "d_player.h"
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// =============================
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// Selected map etc.
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// =============================
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// Selected by user.
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extern INT16 gamemap;
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extern char mapmusname[7];
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extern UINT16 mapmusflags;
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#define MUSIC_TRACKMASK 0x0FFF // ----************
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#define MUSIC_RELOADRESET 0x8000 // *---------------
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// Use other bits if necessary.
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extern INT16 maptol;
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extern UINT8 globalweather;
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extern INT32 curWeather;
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extern INT32 cursaveslot;
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extern INT16 lastmapsaved;
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extern boolean gamecomplete;
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#define PRECIP_NONE 0
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#define PRECIP_STORM 1
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#define PRECIP_SNOW 2
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#define PRECIP_RAIN 3
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#define PRECIP_BLANK 4
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#define PRECIP_STORM_NORAIN 5
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#define PRECIP_STORM_NOSTRIKES 6
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// Set if homebrew PWAD stuff has been added.
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extern boolean modifiedgame;
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extern UINT16 mainwads;
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extern boolean savemoddata; // This mod saves time/emblem data.
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extern boolean disableSpeedAdjust; // Don't alter the duration of player states if true
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extern boolean imcontinuing; // Temporary flag while continuing
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extern boolean metalrecording;
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#define ATTACKING_NONE 0
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#define ATTACKING_RECORD 1
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//#define ATTACKING_NIGHTS 2
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extern UINT8 modeattacking;
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// menu demo things
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extern UINT8 numDemos;
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extern UINT32 demoDelayTime;
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extern UINT32 demoIdleTime;
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// Netgame? only true in a netgame
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extern boolean netgame;
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extern boolean addedtogame; // true after the server has added you
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// Only true if >1 player. netgame => multiplayer but not (multiplayer=>netgame)
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extern boolean multiplayer;
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extern INT16 gametype;
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extern UINT8 splitscreen;
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extern boolean circuitmap; // Does this level have 'circuit mode'?
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extern boolean fromlevelselect;
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extern boolean forceresetplayers, deferencoremode;
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// ========================================
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// Internal parameters for sound rendering.
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// ========================================
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#ifdef NO_MIDI
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#define midi_disabled true
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#else
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extern boolean midi_disabled;
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#endif
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extern boolean sound_disabled;
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extern boolean digital_disabled;
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// =========================
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// Status flags for refresh.
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// =========================
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//
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extern boolean menuactive; // Menu overlaid?
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extern UINT8 paused; // Game paused?
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extern UINT8 window_notinfocus; // are we in focus? (backend independant -- handles auto pausing and display of "focus lost" message)
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extern boolean nodrawers;
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extern boolean noblit;
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extern boolean lastdraw;
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extern postimg_t postimgtype;
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extern INT32 postimgparam;
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extern postimg_t postimgtype2;
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extern INT32 postimgparam2;
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extern postimg_t postimgtype3;
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extern INT32 postimgparam3;
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extern postimg_t postimgtype4;
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extern INT32 postimgparam4;
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extern INT32 viewwindowx, viewwindowy;
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extern INT32 viewwidth, scaledviewwidth;
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extern boolean gamedataloaded;
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// Player taking events, and displaying.
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extern INT32 consoleplayer;
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extern INT32 displayplayer;
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extern INT32 secondarydisplayplayer; // for splitscreen
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extern INT32 thirddisplayplayer;
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extern INT32 fourthdisplayplayer;
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// Maps of special importance
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extern INT16 spstage_start;
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extern INT16 sstage_start;
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extern INT16 sstage_end;
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extern boolean looptitle;
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extern boolean useNightsSS;
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// CTF colors.
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extern UINT8 skincolor_redteam, skincolor_blueteam, skincolor_redring, skincolor_bluering;
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extern tic_t countdowntimer;
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extern boolean countdowntimeup;
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typedef struct
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{
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UINT8 numpics;
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char picname[8][8];
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UINT8 pichires[8];
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char *text;
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UINT16 xcoord[8];
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UINT16 ycoord[8];
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UINT16 picduration[8];
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UINT8 musicloop;
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UINT16 textxpos;
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UINT16 textypos;
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char musswitch[7];
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UINT16 musswitchflags;
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UINT8 fadecolor; // Color number for fade, 0 means don't do the first fade
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UINT8 fadeinid; // ID of the first fade, to a color -- ignored if fadecolor is 0
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UINT8 fadeoutid; // ID of the second fade, to the new screen
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} scene_t; // TODO: It would probably behoove us to implement subsong/track selection here, too, but I'm lazy -SH
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typedef struct
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{
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scene_t scene[128]; // 128 scenes per cutscene.
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INT32 numscenes; // Number of scenes in this cutscene
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} cutscene_t;
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extern cutscene_t *cutscenes[128];
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// For the Custom Exit linedef.
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extern INT16 nextmapoverride;
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extern boolean skipstats;
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extern UINT32 totalrings; // Total # of rings in a level
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// Fun extra stuff
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extern INT16 lastmap; // Last level you were at (returning from special stages).
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extern mobj_t *redflag, *blueflag; // Pointers to physical flags
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extern mapthing_t *rflagpoint, *bflagpoint; // Pointers to the flag spawn locations
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#define GF_REDFLAG 1
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#define GF_BLUEFLAG 2
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// A single point in space.
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typedef struct
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{
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fixed_t x, y, z;
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} mappoint_t;
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extern struct quake
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{
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// camera offsets and duration
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fixed_t x,y,z;
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UINT16 time;
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// location, radius, and intensity...
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mappoint_t *epicenter;
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fixed_t radius, intensity;
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} quake;
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// NiGHTS grades
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typedef struct
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{
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UINT32 grade[6]; // D, C, B, A, S, X (F: failed to reach any of these)
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} nightsgrades_t;
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// Custom Lua values
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// (This is not ifdeffed so the map header structure can stay identical, just in case.)
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typedef struct
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{
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char option[32]; // 31 usable characters
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char value[256]; // 255 usable characters. If this seriously isn't enough then wtf.
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} customoption_t;
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/** Map header information.
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*/
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typedef struct
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{
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// The original eight, plus one.
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char lvlttl[22]; ///< Level name without "Zone". (21 character limit instead of 32, 21 characters can display on screen max anyway)
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char subttl[33]; ///< Subtitle for level
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char zonttl[22]; ///< "ZONE" replacement name
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char actnum[3]; ///< SRB2Kart: Now a 2 character long string.
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UINT16 typeoflevel; ///< Combination of typeoflevel flags.
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INT16 nextlevel; ///< Map number of next level, or 1100-1102 to end.
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char musname[7]; ///< Music track to play. "" for no music.
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UINT16 mustrack; ///< Subsong to play. Only really relevant for music modules and specific formats supported by GME. 0 to ignore.
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char forcecharacter[17]; ///< (SKINNAMESIZE+1) Skin to switch to or "" to disable.
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UINT8 weather; ///< 0 = sunny day, 1 = storm, 2 = snow, 3 = rain, 4 = blank, 5 = thunder w/o rain, 6 = rain w/o lightning, 7 = heat wave.
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INT16 skynum; ///< Sky number to use.
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INT16 skybox_scalex; ///< Skybox X axis scale. (0 = no movement, 1 = 1:1 movement, 16 = 16:1 slow movement, -4 = 1:4 fast movement, etc.)
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INT16 skybox_scaley; ///< Skybox Y axis scale.
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INT16 skybox_scalez; ///< Skybox Z axis scale.
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// Extra information.
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char interscreen[8]; ///< 320x200 patch to display at intermission.
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char runsoc[33]; ///< SOC to execute at start of level (32 character limit instead of 63)
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char scriptname[33]; ///< Script to use when the map is switched to. (32 character limit instead of 191)
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UINT8 precutscenenum; ///< Cutscene number to play BEFORE a level starts.
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UINT8 cutscenenum; ///< Cutscene number to use, 0 for none.
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INT16 countdown; ///< Countdown until level end?
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UINT16 palette; ///< PAL lump to use on this map
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UINT16 encorepal; ///< PAL for encore mode
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UINT8 numlaps; ///< Number of laps in circuit mode, unless overridden.
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SINT8 unlockrequired; ///< Is an unlockable required to play this level? -1 if no.
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UINT8 levelselect; ///< Is this map available in the level select? If so, which map list is it available in?
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SINT8 bonustype; ///< What type of bonus does this level have? (-1 for null.)
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UINT8 levelflags; ///< LF_flags: merged eight booleans into one UINT8 for space, see below
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UINT8 menuflags; ///< LF2_flags: options that affect record attack / nights mode menus
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// NiGHTS stuff.
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UINT8 numGradedMares; ///< Internal. For grade support.
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nightsgrades_t *grades; ///< NiGHTS grades. Allocated dynamically for space reasons. Be careful.
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// SRB2kart
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//boolean automap; ///< Displays a level's white map outline in modified games
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fixed_t mobj_scale; ///< Replacement for TOL_ERZ3
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// Lua stuff.
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// (This is not ifdeffed so the map header structure can stay identical, just in case.)
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UINT8 numCustomOptions; ///< Internal. For Lua custom value support.
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customoption_t *customopts; ///< Custom options. Allocated dynamically for space reasons. Be careful.
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} mapheader_t;
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// level flags
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#define LF_SCRIPTISFILE 1 ///< True if the script is a file, not a lump.
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#define LF_SPEEDMUSIC 2 ///< Speed up act music for super sneakers
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#define LF_NOSSMUSIC 4 ///< Disable Super Sonic music
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#define LF_NORELOAD 8 ///< Don't reload level on death
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#define LF_NOZONE 16 ///< Don't include "ZONE" on level title
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#define LF_SECTIONRACE 32 ///< Section race level
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#define LF2_HIDEINMENU 1 ///< Hide in the multiplayer menu
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#define LF2_HIDEINSTATS 2 ///< Hide in the statistics screen
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#define LF2_RECORDATTACK 4 ///< Show this map in Time Attack
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#define LF2_NIGHTSATTACK 8 ///< Show this map in NiGHTS mode menu
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#define LF2_NOVISITNEEDED 16 ///< Available in time attack/nights mode without visiting the level
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extern mapheader_t* mapheaderinfo[NUMMAPS];
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enum TypeOfLevel
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{
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TOL_SP = 0x01, ///< Single Player
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TOL_COOP = 0x02, ///< Cooperative
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TOL_COMPETITION = 0x04, ///< Competition
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TOL_RACE = 0x08, ///< Race
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// Single Player default = 15
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TOL_MATCH = 0x10, ///< Match
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TOL_TAG = 0x20, ///< Tag
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// Match/Tag default = 48
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TOL_CTF = 0x40, ///< Capture the Flag
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// CTF default = 64
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TOL_CUSTOM = 0x80, ///< Custom (Lua-scripted, etc.)
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TOL_2D = 0x0100, ///< 2D
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TOL_MARIO = 0x0200, ///< Mario
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TOL_NIGHTS = 0x0400, ///< NiGHTS
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TOL_TV = 0x0800, ///< Midnight Channel specific: draw TV like overlay on HUD
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TOL_XMAS = 0x1000 ///< Christmas NiGHTS
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//TOL_KART = 0x4000 ///< Kart 32768
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};
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// Gametypes
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enum GameType // SRB2Kart
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{
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GT_RACE = 0, // also used in record attack
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GT_MATCH, // battle, but renaming would be silly
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NUMGAMETYPES,
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// TODO: This is *horrid*. Remove this hack ASAP.
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// the following have been left in on account of just not wanting to deal with removing all the checks for them
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GT_COOP,
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GT_COMPETITION,
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GT_TEAMMATCH,
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GT_TAG,
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GT_HIDEANDSEEK,
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GT_CTF
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};
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// If you alter this list, update gametype_cons_t in m_menu.c
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extern tic_t totalplaytime;
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extern UINT32 matchesplayed;
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extern UINT8 stagefailed;
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// Emeralds stored as bits to throw savegame hackers off.
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extern UINT16 emeralds;
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#define EMERALD1 1
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#define EMERALD2 2
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#define EMERALD3 4
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#define EMERALD4 8
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#define EMERALD5 16
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#define EMERALD6 32
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#define EMERALD7 64
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#define ALL7EMERALDS(v) ((v & (EMERALD1|EMERALD2|EMERALD3|EMERALD4|EMERALD5|EMERALD6|EMERALD7)) == (EMERALD1|EMERALD2|EMERALD3|EMERALD4|EMERALD5|EMERALD6|EMERALD7))
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extern INT32 nummaprings, nummapboxes, numgotboxes; //keep track of spawned rings/coins/battle mode items
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/** Time attack information, currently a very small structure.
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*/
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typedef struct
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{
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tic_t time; ///< Time in which the level was finished.
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tic_t lap; ///< Best lap time for this level.
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//UINT32 score; ///< Score when the level was finished.
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//UINT16 rings; ///< Rings when the level was finished.
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} recorddata_t;
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/** Setup for one NiGHTS map.
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* These are dynamically allocated because I am insane
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*/
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#define GRADE_F 0
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#define GRADE_E 1
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#define GRADE_D 2
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#define GRADE_C 3
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#define GRADE_B 4
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#define GRADE_A 5
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#define GRADE_S 6
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/*typedef struct
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{
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// 8 mares, 1 overall (0)
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UINT8 nummares;
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UINT32 score[9];
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UINT8 grade[9];
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tic_t time[9];
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} nightsdata_t;*/
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//extern nightsdata_t *nightsrecords[NUMMAPS];
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extern recorddata_t *mainrecords[NUMMAPS];
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// mapvisited is now a set of flags that says what we've done in the map.
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#define MV_VISITED 1
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#define MV_BEATEN 2
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#define MV_ALLEMERALDS 4
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//#define MV_ULTIMATE 8
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//#define MV_PERFECT 16
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#define MV_MAX 7 // used in gamedata check
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extern UINT8 mapvisited[NUMMAPS];
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// Temporary holding place for nights data for the current map
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//nightsdata_t ntemprecords;
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extern UINT32 token; ///< Number of tokens collected in a level
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extern UINT32 tokenlist; ///< List of tokens collected
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extern INT32 tokenbits; ///< Used for setting token bits
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extern INT32 sstimer; ///< Time allotted in the special stage
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extern UINT32 bluescore; ///< Blue Team Scores
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extern UINT32 redscore; ///< Red Team Scores
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// Eliminates unnecessary searching.
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extern boolean CheckForBustableBlocks;
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extern boolean CheckForBouncySector;
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extern boolean CheckForQuicksand;
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extern boolean CheckForMarioBlocks;
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extern boolean CheckForFloatBob;
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extern boolean CheckForReverseGravity;
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// Powerup durations
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extern UINT16 invulntics;
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extern UINT16 sneakertics;
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extern UINT16 flashingtics;
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extern UINT16 tailsflytics;
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extern UINT16 underwatertics;
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extern UINT16 spacetimetics;
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extern UINT16 extralifetics;
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// SRB2kart
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extern tic_t introtime;
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extern tic_t starttime;
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extern tic_t raceexittime;
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extern tic_t battleexittime;
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extern INT32 hyudorotime;
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extern INT32 stealtime;
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extern INT32 sneakertime;
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extern INT32 itemtime;
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extern INT32 comebacktime;
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extern INT32 bumptime;
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extern INT32 wipeoutslowtime;
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extern INT32 wantedreduce;
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extern INT32 wantedfrequency;
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extern UINT8 introtoplay;
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extern UINT8 creditscutscene;
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extern UINT8 use1upSound;
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extern UINT8 maxXtraLife; // Max extra lives from rings
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extern mobj_t *hunt1, *hunt2, *hunt3; // Emerald hunt locations
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// For racing
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extern UINT32 countdown, countdown2;
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extern fixed_t gravity;
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//for CTF balancing
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extern INT16 autobalance;
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extern INT16 teamscramble;
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extern INT16 scrambleplayers[MAXPLAYERS]; //for CTF team scramble
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extern INT16 scrambleteams[MAXPLAYERS]; //for CTF team scramble
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extern INT16 scrambletotal; //for CTF team scramble
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extern INT16 scramblecount; //for CTF team scramble
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extern INT32 cheats;
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// SRB2kart
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extern UINT8 gamespeed;
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extern boolean franticitems;
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extern boolean encoremode, prevencoremode;
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extern boolean comeback;
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extern SINT8 battlewanted[4];
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extern tic_t wantedcalcdelay;
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extern tic_t indirectitemcooldown;
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extern tic_t mapreset;
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extern UINT8 nospectategrief;
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extern boolean thwompsactive;
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extern SINT8 spbplace;
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extern boolean legitimateexit;
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extern boolean comebackshowninfo;
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extern tic_t curlap, bestlap;
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extern INT16 votelevels[5][2];
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extern SINT8 votes[MAXPLAYERS];
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extern SINT8 pickedvote;
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extern tic_t hidetime;
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extern UINT32 timesBeaten; // # of times the game has been beaten.
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extern UINT32 timesBeatenWithEmeralds;
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//extern UINT32 timesBeatenUltimate;
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// ===========================
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// Internal parameters, fixed.
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// ===========================
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// These are set by the engine, and not changed
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// according to user inputs. Partly load from
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// WAD, partly set at startup time.
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extern tic_t gametic;
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#define localgametic leveltime
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// Player spawn spots.
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extern mapthing_t *playerstarts[MAXPLAYERS]; // Cooperative
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extern mapthing_t *bluectfstarts[MAXPLAYERS]; // CTF
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extern mapthing_t *redctfstarts[MAXPLAYERS]; // CTF
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// =====================================
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// Internal parameters, used for engine.
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// =====================================
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#if defined (macintosh)
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#define DEBFILE(msg) I_OutputMsg(msg)
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#else
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#define DEBUGFILE
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#ifdef DEBUGFILE
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#define DEBFILE(msg) { if (debugfile) { fputs(msg, debugfile); fflush(debugfile); } }
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#else
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#define DEBFILE(msg) {}
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#endif
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#endif
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#ifdef DEBUGFILE
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extern FILE *debugfile;
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extern INT32 debugload;
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#endif
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// if true, load all graphics at level load
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extern boolean precache;
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// wipegamestate can be set to -1
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|
// to force a wipe on the next draw
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|
extern gamestate_t wipegamestate;
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// debug flag to cancel adaptiveness
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|
extern boolean singletics;
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|
// =============
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|
// Netgame stuff
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|
// =============
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|
|
|
#include "d_clisrv.h"
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|
|
|
extern consvar_t cv_timetic; // display high resolution timer
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|
extern consvar_t cv_forceskin; // force clients to use the server's skin
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|
extern consvar_t cv_downloading; // allow clients to downloading WADs.
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|
extern ticcmd_t netcmds[BACKUPTICS][MAXPLAYERS];
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|
extern INT32 serverplayer;
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|
extern INT32 adminplayers[MAXPLAYERS];
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|
|
|
/// \note put these in d_clisrv outright?
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|
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#endif //__DOOMSTAT__
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